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