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

64 lines
2.2 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 System.Collections;
using UnityEngine;
[Opsive.Shared.Utility.Category("Resources")]
[Opsive.Shared.Utility.Description("Unloads unused assets with progress callback.")]
public class UnloadUnusedAssets : Action
{
[Tooltip("Whether to unload unused assets.")]
[SerializeField] protected SharedVariable<bool> m_Unload = true;
[Tooltip("The unloading progress (0-1).")]
[SerializeField] [RequireShared] protected SharedVariable<float> m_UnloadProgress;
[Tooltip("Whether the unload operation is complete.")]
[SerializeField] [RequireShared] protected SharedVariable<bool> m_UnloadComplete;
private AsyncOperation m_UnloadOperation;
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_UnloadProgress.Value = 0.0f;
m_UnloadComplete.Value = false;
m_UnloadOperation = null;
if (m_Unload.Value) {
m_UnloadOperation = UnityEngine.Resources.UnloadUnusedAssets();
}
}
/// <summary>
/// Updates the unload operation.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_UnloadOperation != null) {
m_UnloadProgress.Value = m_UnloadOperation.progress;
m_UnloadComplete.Value = m_UnloadOperation.isDone;
if (m_UnloadOperation.isDone) {
return TaskStatus.Success;
}
} else {
m_UnloadProgress.Value = 0.0f;
m_UnloadComplete.Value = false;
return TaskStatus.Failure;
}
return TaskStatus.Running;
}
}
}
#endif