Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Resources/LoadResourceAsync.cs
2026-05-10 11:47:55 -04:00

67 lines
2.4 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.Resources
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Resources")]
[Opsive.Shared.Utility.Description("Loads resource asynchronously with progress tracking.")]
public class LoadResourceAsync : Action
{
[Tooltip("The resource path to load.")]
[SerializeField] protected SharedVariable<string> m_ResourcePath;
[Tooltip("The loading progress (0-1).")]
[SerializeField] [RequireShared] protected SharedVariable<float> m_LoadingProgress;
[Tooltip("The loaded resource (as Object).")]
[SerializeField] [RequireShared] protected SharedVariable<Object> m_LoadedResource;
[Tooltip("Whether the load is complete.")]
[SerializeField] [RequireShared] protected SharedVariable<bool> m_LoadComplete;
private ResourceRequest m_ResourceRequest;
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_LoadingProgress.Value = 0.0f;
m_LoadComplete.Value = false;
m_LoadedResource.Value = null;
m_ResourceRequest = null;
if (!string.IsNullOrEmpty(m_ResourcePath.Value)) {
m_ResourceRequest = UnityEngine.Resources.LoadAsync(m_ResourcePath.Value);
}
}
/// <summary>
/// Updates the async load operation.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResourceRequest != null) {
m_LoadingProgress.Value = m_ResourceRequest.progress;
m_LoadComplete.Value = m_ResourceRequest.isDone;
if (m_ResourceRequest.isDone) {
m_LoadedResource.Value = m_ResourceRequest.asset;
return TaskStatus.Success;
}
} else {
m_LoadingProgress.Value = 0.0f;
m_LoadComplete.Value = false;
return TaskStatus.Failure;
}
return TaskStatus.Running;
}
}
}
#endif