450 lines
17 KiB
C#
450 lines
17 KiB
C#
using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.Networking;
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using UnityEngine.Scripting;
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using Passer.Humanoid;
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namespace Passer {
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/// <summary>
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/// The Possession of a Humanoid Visitor
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/// </summary>
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///
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/// \image html PawnPossessionsInspector.png
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/// \image rtf PawnPossessionsInspector.png
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///
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/// * Default possessions, see PawnPossessions::defaultPossessions
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/// * Clear at start, see PawnPossessions::clearAtStart
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/// \version 4.0 and higher
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public class VisitorPossessions : MonoBehaviour {
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[System.Serializable]
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public class Possession {
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public string name;
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public Possessable.Type type;
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public bool persistent;
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public bool removable = true;
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public string siteLocation;
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public string assetPath;
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[System.NonSerialized]
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public Possessable scenePossession;
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}
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#region Locals
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protected class CachedPossessionBundle {
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public string siteLocation;
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public AssetBundle assetBundle;
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public static CachedPossessionBundle Find(string possessionLocation) {
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foreach (CachedPossessionBundle bundle in bundleCache) {
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if (bundle.siteLocation == possessionLocation && bundle.assetBundle != null)
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return bundle;
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}
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return null;
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}
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}
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[System.Serializable]
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protected class CachedPossession {
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public CachedPossessionBundle possessionBundle;
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public string assetPath;
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public GameObject possession;
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public bool preserved = false; // when the possession was a scenePossession which is preseved
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public static void Update(CachedPossessionBundle cachedBundle, string possessablePath, GameObject prefab) {
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CachedPossession foundPossession = cache.Find(entry =>
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entry.assetPath == possessablePath
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);
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if (foundPossession == null) {
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CachedPossession cachedPossession = new CachedPossession() {
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possessionBundle = cachedBundle,
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assetPath = possessablePath,
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possession = prefab,
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};
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cache.Add(cachedPossession);
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}
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else {
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foundPossession.possession = prefab;
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}
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}
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}
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protected static List<CachedPossessionBundle> bundleCache = new List<CachedPossessionBundle>();
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protected static List<CachedPossession> cache = new List<CachedPossession>();
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#endregion
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public class Possessions {
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public List<Possession> list = new List<Possession>();
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}
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//// May include an amount later
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//public static Possessions possessions;
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public List<Possession> possessions;
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public List<Possession> myPossessions {
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get {
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return possessions;
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}
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}
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/// <summary>
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/// The possessions which are available from the start
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/// </summary>
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public Possessable[] defaultPossessions;
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/// <summary>
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/// Clear the possessions when the application is started
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/// </summary>
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/// Default possessions will not be cleared.
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/// This works only on real Humanoids, not on HumanoidInterfaces/Sites
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public bool clearOnAwake;
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private string filePath {
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get {
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string filePath = Path.Combine(Application.persistentDataPath, "MyPossessions.json");
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return filePath;
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}
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}
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#region Init
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protected virtual void Awake() {
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// Only do this for real humanoids
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HumanoidControl humanoid = GetComponentInParent<HumanoidControl>();
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if (humanoid != null) {
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if (!clearOnAwake) {
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//Debug.Log("Retrieve possessions from " + filePath);
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if (File.Exists(filePath)) {
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string json = File.ReadAllText(filePath);
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Possessions possessionList = JsonUtility.FromJson<Possessions>(json);
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possessions = possessionList.list; //JsonUtility.FromJson<Possessions>(json);
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}
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else {
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Debug.Log("Cleared Possessions");
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possessions = new List<Possession>();//new Possessions();
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}
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}
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else {
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Debug.Log("Cleared Possessions");
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possessions = new List<Possession>(); // new Possessions();
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}
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if (humanoid.avatarRig != null) {
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Possessable possessableAvatar = humanoid.avatarRig.GetComponent<Possessable>();
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if (possessableAvatar != null)
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AddPossessions(new Possessable[] { possessableAvatar }, true);
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}
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}
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// Default Possessions cannot be deleted
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AddPossessions(defaultPossessions, false);
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}
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#endregion
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#region Stop
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protected virtual void OnDestroy() {
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//Debug.Log("Store possessions to " + filePath);
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string json = JsonUtility.ToJson(possessions);
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File.WriteAllText(filePath, json);
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//Debug.Log("Possesions stored");
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}
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public static void DestroyScenePossessions() {
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//possessions.list.RemoveAll(poss => poss.persistent == false);
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}
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#endregion
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/// <summary>
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/// Try to add the gameObject to this humanoidpossessions.
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/// This only succeeds whent the hameObject has a Possessable component.
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/// </summary>
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/// <param name="gameObject">The GameObject to add</param>
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public void TryAddGameObject(GameObject gameObject) {
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Possessable possession = gameObject.GetComponentInChildren<Possessable>();
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if (possession == null)
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return;
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Add(possession);
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}
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public void AddPossessions(Possessable[] scenePossessions, bool removable = true) {
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if (possessions == null || scenePossessions == null)
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return;
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foreach (Possessable possession in scenePossessions) {
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if (possession == null)
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continue;
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Possession persistentPossession = Add(possession, true);
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//persistentPossession.scenePossession = PreservePossession(possession);
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persistentPossession.persistent = possession.crossSite;
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persistentPossession.removable = removable;
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}
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}
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private static Possessable PreservePossession(Possessable possession) {
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// Keep the possession as an disabled object for later reference
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// Note: this does not work for networked setups!!!
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GameObject preservedPossession = Instantiate(possession.gameObject);
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preservedPossession.SetActive(false);
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Object.DontDestroyOnLoad(preservedPossession);
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return preservedPossession.GetComponent<Possessable>();
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}
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/// <summary>
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/// Add the possessable object to the humanoidPossessions
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/// </summary>
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/// <param name="possessable">The possessable object to add</param>
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/// <returns>The persistent possession</returns>
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public Possession Add(Possessable possessable, bool preserved = false) {
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if (possessable == null)
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return null;
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if (possessable.isUnique) {
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Possession foundPossession = possessions.Find(
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persistentPossession => persistentPossession.assetPath == possessable.assetPath
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);
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if (foundPossession != null)
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return foundPossession;
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}
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Possession newPossession = new Possession() {
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name = possessable.name,
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siteLocation = possessable.siteLocation,
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assetPath = possessable.assetPath,
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type = possessable.possessionType,
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};
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if (preserved)
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newPossession.scenePossession = PreservePossession(possessable);
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possessions.Add(newPossession);
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CachedPossessionBundle possessionBundle = CachedPossessionBundle.Find(possessable.siteLocation);
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CachedPossession cachedPossession = new CachedPossession() {
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assetPath = possessable.assetPath,
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possessionBundle = possessionBundle,
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possession = preserved ? newPossession.scenePossession.gameObject : possessable.gameObject,
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preserved = preserved,
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};
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cache.Add(cachedPossession);
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Debug.Log("Possession cache: ");
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foreach (CachedPossession poss in cache)
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Debug.Log(" * " + poss.assetPath + " || " + poss.possessionBundle + " || " + poss.possession + " || " + poss.preserved);
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Debug.Log("cache: ");
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foreach (CachedPossessionBundle pos in bundleCache) {
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Debug.Log(" - " + pos.siteLocation + " || " + pos.assetBundle);
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}
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return newPossession;
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}
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public void DeletePossession(Possession possession) {
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Debug.Log("deleting " + possession);
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Possession foundPossession = possessions.Find(
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persistentPossession => persistentPossession.assetPath == possession.assetPath
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);
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if (foundPossession == null)
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return;
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possessions.Remove(foundPossession);
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Debug.Log("deleted");
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}
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private static AssetBundle lastAssetBundle;
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public static IEnumerator RetrievePossessionAsync(Possession possession, System.Action<GameObject> callback) {
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Debug.Log("Possession cache: ");
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foreach (CachedPossession poss in cache)
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Debug.Log(" * " + poss.assetPath + " || " + poss.possessionBundle + " || " + poss.possession + " || " + poss.preserved);
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Debug.Log("cache: ");
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foreach (CachedPossessionBundle pos in bundleCache) {
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Debug.Log(" - " + pos.siteLocation + " || " + pos.assetBundle);
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}
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if (possession.siteLocation == "") {
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Debug.Log("Get scene possession");
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GameObject prefab = possession.scenePossession.gameObject;
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prefab.SetActive(true);
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callback(prefab);
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prefab.SetActive(false);
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yield return null;
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}
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else
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yield return RetrievePossessableAsync(possession.siteLocation, possession.assetPath, callback);
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}
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public static IEnumerator RetrievePossessableAsync(string possessableLocation, string possessablePath, System.Action<GameObject> callback) {
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GameObject prefab;
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if (possessableLocation == "") {
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CachedPossession foundPossession = cache.Find(entry => entry.assetPath == possessablePath);
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if (foundPossession == null) {
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Debug.Log("Cannot retrieve Possessable: location is not set");
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callback(null);
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}
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else {
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//Debug.Log("Load from cache: " + possessablePath);
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prefab = foundPossession.possession;
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if (prefab == null) {
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Debug.LogError("Could not load " + possessablePath);
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callback(null);
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}
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else
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callback(prefab);
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}
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}
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else {
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CachedPossession foundPossession = cache.Find(entry => entry.assetPath == possessablePath);
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if (foundPossession != null && foundPossession.possession != null) {
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//Debug.Log("Load from cache: " + foundPossession.possession);
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prefab = foundPossession.possession;
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if (foundPossession.preserved) {
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//Debug.Log("preserved possession");
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prefab.SetActive(true);
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callback(prefab);
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prefab.SetActive(false);
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}
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else
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callback(prefab);
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yield break;
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}
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CachedPossessionBundle foundPossessionBundle = bundleCache.Find(entry => entry.siteLocation == possessableLocation);
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if (foundPossessionBundle == null) {
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#if UNITY_ANDROID
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string url = "https://" + possessableLocation + ".android.site";
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#elif UNITY_WEBGL
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string url = "https://" + possessableLocation + ".webgl.site";
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#else
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string url = "https://" + possessableLocation + ".windows.site";
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#endif
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//Debug.Log("Loading possession: " + url);
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UnityWebRequest request = UnityWebRequestAssetBundle.GetAssetBundle(url);
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yield return request.SendWebRequest();
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AssetBundle assetBundle = DownloadHandlerAssetBundle.GetContent(request);
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if (assetBundle == null) {
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Debug.LogError("Could not load " + url);
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yield break;
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}
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//Debug.Log("Load: " + possessablePath);
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prefab = LoadPossessableFromAssetBundle(assetBundle, possessablePath);
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if (prefab == null) {
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Debug.LogError("Could not load " + possessablePath);
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yield break;
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}
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CachedPossessionBundle cachedBundle = new CachedPossessionBundle() {
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siteLocation = possessableLocation,
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assetBundle = assetBundle,
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};
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bundleCache.Add(cachedBundle);
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CachedPossession.Update(cachedBundle, possessablePath, prefab);
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}
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else {
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Debug.Log("Load: " + possessablePath);
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prefab = LoadPossessableFromAssetBundle(foundPossessionBundle.assetBundle, possessablePath);
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if (prefab == null) {
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Debug.LogError("Could not load " + possessablePath);
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yield break;
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}
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CachedPossession.Update(foundPossessionBundle, possessablePath, prefab);
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}
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callback(prefab);
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}
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}
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private static GameObject LoadPossessableFromAssetBundle(AssetBundle assetBundle, string possessablePath) {
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string possessableName = possessablePath;
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int lastSlashIx = possessablePath.LastIndexOf('/');
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if (lastSlashIx >= 0)
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possessableName = possessablePath.Substring(lastSlashIx + 1);
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possessableName = possessableName.ToLower();
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GameObject prefab = assetBundle.LoadAsset<GameObject>(possessableName);
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return prefab;
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}
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public static void UnloadPossession() {
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if (lastAssetBundle != null)
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lastAssetBundle.Unload(true);
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}
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private int currentAvatarIndex = 0;
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public void UseNextAvatar() {
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List<Possession> avatars = possessions.FindAll(possession => possession.type == Possessable.Type.Avatar);
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if (avatars.Count == 0)
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return;
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currentAvatarIndex = mod(currentAvatarIndex + 1, avatars.Count);
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UseAvatar(currentAvatarIndex);
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}
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public void UseAvatar(int avatarIndex) {
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List<Possession> avatars = possessions.FindAll(possession => possession.type == Possessable.Type.Avatar);
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if (avatarIndex < 0 || avatarIndex > avatars.Count)
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return;
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HumanoidControl humanoid = FindObjectOfType<HumanoidControl>();
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if (humanoid == null)
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return;
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if (avatars[avatarIndex] != null) {
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if (avatars[avatarIndex].scenePossession != null)
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humanoid.ChangeAvatar(avatars[avatarIndex].scenePossession.gameObject);
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else
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StartCoroutine(RetrieveAvatarAsync(avatars[avatarIndex]));
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}
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}
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private static IEnumerator RetrieveAvatarAsync(Possession possession) {
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HumanoidControl humanoid = FindObjectOfType<HumanoidControl>();
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if (humanoid == null)
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yield break;
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string url = "https://" + possession.siteLocation + ".windows" + ".site";
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Debug.Log("Loading possession: " + url);
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UnityWebRequest request = UnityWebRequestAssetBundle.GetAssetBundle(url);
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yield return request.SendWebRequest();
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AssetBundle assetBundle = DownloadHandlerAssetBundle.GetContent(request);
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if (assetBundle == null) {
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Debug.LogError("Could not load " + url);
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yield break;
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}
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GameObject avatarPrefab = assetBundle.LoadAsset<GameObject>(possession.assetPath);
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if (avatarPrefab != null)
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humanoid.ChangeAvatar(avatarPrefab);
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}
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public static int mod(int k, int n) {
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k %= n;
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return (k < 0) ? k + n : k;
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}
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}
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} |