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#ifndef ASSETBUNDLEUTILITY_H
#define ASSETBUNDLEUTILITY_H
#include "Runtime/Misc/PreloadManager.h"
#include "Runtime/Misc/AssetBundle.h"
#if ENABLE_WWW
class WWW;
AssetBundle* ExtractAssetBundle(WWW &www);
class AssetBundleCreateRequest : public PreloadManagerOperation
{
public:
AssetBundleCreateRequest( const UInt8* dataPtr, int dataSize );
virtual ~AssetBundleCreateRequest();
virtual void Perform ();
virtual bool HasIntegrateMainThread () { return true; }
virtual void IntegrateMainThread ();
virtual float GetProgress ();
#if ENABLE_PROFILER
virtual std::string GetDebugName ()
{
static std::string debugName("AssetBundleCreateRequest");
return debugName;
}
#endif
AssetBundle* GetAssetBundle()
{
return m_AssetBundle;
}
/// Set whether to perform runtime compatibility checks or not. Unfortunately, in the
/// editor we get lots of old asset bundles handed to us from the asset store to deliver
/// previews. Given that in the editor we can actually still run that content (unlike in
/// players), we allow disabling checks for those bundles.
///
/// This is an internal feature only.
void SetEnableCompatibilityChecks (bool value)
{
m_EnableCompatibilityChecks = value;
}
protected:
UnityWebStream* m_UnityWebStream;
PPtr<AssetBundle> m_AssetBundle;
bool m_EnableCompatibilityChecks;
};
#endif
AssetBundle* ExtractAssetBundle(std::string const& assetBundlePathName);
/// Return true if the given asset bundle can be used with the current player.
/// If not, "error" will be set to a description of why the bundle cannot be used.
/// The given "bundleName" is only used for printing more informative error
/// messages.
bool TestAssetBundleCompatibility (AssetBundle& bundle, const std::string& bundleName, std::string& error);
Object* LoadNamedObjectFromAssetBundle (AssetBundle& bundle, const std::string& name, ScriptingObjectPtr type);
Object* LoadMainObjectFromAssetBundle (AssetBundle& bundle);
void LoadAllFromAssetBundle (AssetBundle& assetBundle, ScriptingObjectPtr type, std::vector<Object* >& output);
struct AssetBundleRequestMono
{
AsyncOperation* m_Result;
ScriptingObjectPtr m_AssetBundle;
ScriptingStringPtr m_Path;
ScriptingObjectPtr m_Type;
};
#endif // ASSETBUNDLEUTILITY_H
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