| | 1 | | using DCL; |
| | 2 | | using DCL.Components; |
| | 3 | | using DCL.Helpers; |
| | 4 | | using System; |
| | 5 | | using System.Collections.Generic; |
| | 6 | | using System.Collections.ObjectModel; |
| | 7 | | using System.Linq; |
| | 8 | | using UnityEngine; |
| | 9 | |
|
| | 10 | | public class WearableController |
| | 11 | | { |
| | 12 | | private const string MATERIAL_FILTER_HAIR = "hair"; |
| | 13 | | private const string MATERIAL_FILTER_SKIN = "skin"; |
| | 14 | | private const string AB_FEATURE_FLAG_NAME = "wearable_asset_bundles"; |
| | 15 | |
|
| | 16 | | public readonly WearableItem wearable; |
| | 17 | | protected RendereableAssetLoadHelper loader; |
| | 18 | |
|
| 0 | 19 | | public string id => wearable.id; |
| 0 | 20 | | public string category => wearable.data.category; |
| | 21 | |
|
| 35 | 22 | | public GameObject assetContainer => loader?.loadedAsset.container; |
| 35 | 23 | | public bool isReady => loader != null && loader.isFinished && assetContainer != null; |
| | 24 | |
|
| | 25 | | public bool boneRetargetingDirty = false; |
| | 26 | | internal string lastMainFileLoaded = null; |
| 14 | 27 | | internal bool useAssetBundles = true; |
| | 28 | |
|
| | 29 | | protected SkinnedMeshRenderer[] assetRenderers; |
| 14 | 30 | | Dictionary<Renderer, Material[]> originalMaterials = new Dictionary<Renderer, Material[]>(); |
| | 31 | |
|
| 7 | 32 | | public IReadOnlyList<SkinnedMeshRenderer> GetRenderers() { return new ReadOnlyCollection<SkinnedMeshRenderer>(assetR |
| | 33 | |
|
| 14 | 34 | | public WearableController(WearableItem wearableItem) |
| | 35 | | { |
| 14 | 36 | | this.wearable = wearableItem; |
| 14 | 37 | | SetupAssetBundlesConfig(); |
| 14 | 38 | | } |
| | 39 | |
|
| 0 | 40 | | protected WearableController(WearableController original) |
| | 41 | | { |
| 0 | 42 | | wearable = original.wearable; |
| 0 | 43 | | loader = original.loader; |
| 0 | 44 | | assetRenderers = original.assetRenderers; |
| | 45 | |
|
| 0 | 46 | | SetupAssetBundlesConfig(); |
| 0 | 47 | | } |
| | 48 | |
|
| | 49 | | private void SetupAssetBundlesConfig() |
| | 50 | | { |
| | 51 | | // In preview mode featureFlags.flags.Get() can be null. |
| 14 | 52 | | var featureFlags = DataStore.i.featureFlags.flags.Get(); |
| 14 | 53 | | useAssetBundles = featureFlags != null && featureFlags.IsFeatureEnabled(AB_FEATURE_FLAG_NAME); |
| 14 | 54 | | } |
| | 55 | |
|
| | 56 | | public virtual void Load(string bodyShapeId, Transform parent, Action<WearableController> onSuccess, Action<Wearable |
| | 57 | | { |
| 14 | 58 | | if (isReady) |
| 0 | 59 | | return; |
| | 60 | |
|
| 14 | 61 | | boneRetargetingDirty = true; |
| | 62 | |
|
| 14 | 63 | | var representation = wearable.GetRepresentation(bodyShapeId); |
| | 64 | |
|
| 14 | 65 | | if (representation == null) |
| | 66 | | { |
| 0 | 67 | | onFail?.Invoke(this); |
| 0 | 68 | | return; |
| | 69 | | } |
| | 70 | |
|
| 14 | 71 | | var provider = wearable.GetContentProvider(bodyShapeId); |
| | 72 | |
|
| 14 | 73 | | loader = new RendereableAssetLoadHelper(provider, wearable.baseUrlBundles); |
| | 74 | |
|
| 14 | 75 | | loader.settings.forceNewInstance = false; |
| 14 | 76 | | loader.settings.initialLocalPosition = Vector3.up * 0.75f; |
| 14 | 77 | | loader.settings.cachingFlags = MaterialCachingHelper.Mode.CACHE_SHADERS; |
| 14 | 78 | | loader.settings.visibleFlags = AssetPromiseSettings_Rendering.VisibleFlags.INVISIBLE; |
| 14 | 79 | | loader.settings.parent = parent; |
| 14 | 80 | | loader.settings.layer = parent.gameObject.layer; |
| | 81 | |
|
| 14 | 82 | | assetRenderers = null; |
| | 83 | |
|
| | 84 | | void OnSuccessWrapper(Rendereable rendereable) |
| | 85 | | { |
| 13 | 86 | | if (loader != null) |
| | 87 | | { |
| 13 | 88 | | loader.OnSuccessEvent -= OnSuccessWrapper; |
| | 89 | | } |
| | 90 | |
|
| 13 | 91 | | assetRenderers = rendereable.container.GetComponentsInChildren<SkinnedMeshRenderer>(); |
| 13 | 92 | | StoreOriginalMaterials(); |
| 13 | 93 | | PrepareWearable(rendereable.container); |
| 13 | 94 | | onSuccess?.Invoke(this); |
| 10 | 95 | | } |
| | 96 | |
|
| 14 | 97 | | loader.OnSuccessEvent += OnSuccessWrapper; |
| | 98 | |
|
| | 99 | | void OnFailEventWrapper() |
| | 100 | | { |
| 1 | 101 | | if (loader != null) |
| | 102 | | { |
| 1 | 103 | | loader.OnFailEvent -= OnFailEventWrapper; |
| 1 | 104 | | loader.ClearEvents(); |
| 1 | 105 | | lastMainFileLoaded = null; |
| 1 | 106 | | loader = null; |
| | 107 | | } |
| | 108 | |
|
| 1 | 109 | | onFail?.Invoke(this); |
| 1 | 110 | | } |
| | 111 | |
|
| 14 | 112 | | loader.OnFailEvent += OnFailEventWrapper; |
| | 113 | |
|
| 14 | 114 | | lastMainFileLoaded = representation.mainFile; |
| | 115 | |
|
| 14 | 116 | | loader.Load(representation.mainFile, useAssetBundles ? RendereableAssetLoadHelper.LoadingType.ASSET_BUNDLE_WITH_ |
| 14 | 117 | | } |
| | 118 | |
|
| | 119 | | public void SetupHairAndSkinColors(Color skinColor, Color hairColor) |
| | 120 | | { |
| 9 | 121 | | if (assetContainer == null) |
| 0 | 122 | | return; |
| | 123 | |
|
| 9 | 124 | | AvatarUtils.SetColorInHierarchy(assetContainer.transform, MATERIAL_FILTER_SKIN, skinColor, ShaderUtils.BaseColor |
| 9 | 125 | | AvatarUtils.SetColorInHierarchy(assetContainer.transform, MATERIAL_FILTER_HAIR, hairColor, ShaderUtils.BaseColor |
| 9 | 126 | | } |
| | 127 | |
|
| | 128 | | public void SetAnimatorBones(Transform[] bones, Transform rootBone) |
| | 129 | | { |
| 1 | 130 | | if (!boneRetargetingDirty || assetContainer == null) |
| 0 | 131 | | return; |
| | 132 | |
|
| 1 | 133 | | SkinnedMeshRenderer[] skinnedRenderers = assetContainer.GetComponentsInChildren<SkinnedMeshRenderer>(); |
| | 134 | |
|
| 4 | 135 | | for (int i = 0; i < skinnedRenderers.Length; i++) |
| | 136 | | { |
| 1 | 137 | | skinnedRenderers[i].rootBone = rootBone; |
| 1 | 138 | | skinnedRenderers[i].bones = bones; |
| | 139 | | } |
| | 140 | |
|
| 1 | 141 | | boneRetargetingDirty = false; |
| 1 | 142 | | } |
| | 143 | |
|
| | 144 | | public virtual void CleanUp() |
| | 145 | | { |
| 14 | 146 | | RestoreOriginalMaterials(); |
| 14 | 147 | | assetRenderers = null; |
| | 148 | |
|
| 14 | 149 | | if (loader != null) |
| | 150 | | { |
| 13 | 151 | | loader.ClearEvents(); |
| 13 | 152 | | loader.Unload(); |
| 13 | 153 | | loader = null; |
| 13 | 154 | | lastMainFileLoaded = null; |
| | 155 | | } |
| 14 | 156 | | } |
| | 157 | |
|
| | 158 | | public void SetAssetRenderersEnabled(bool active) |
| | 159 | | { |
| 62 | 160 | | for (var i = 0; i < assetRenderers.Length; i++) |
| | 161 | | { |
| 20 | 162 | | if (assetRenderers[i] != null) |
| 20 | 163 | | assetRenderers[i].enabled = active; |
| | 164 | | } |
| 11 | 165 | | } |
| | 166 | |
|
| 13 | 167 | | protected virtual void PrepareWearable(GameObject assetContainer) { } |
| | 168 | |
|
| 4 | 169 | | public virtual void UpdateVisibility(HashSet<string> hiddenList) { SetAssetRenderersEnabled(!hiddenList.Contains(wea |
| | 170 | |
|
| | 171 | | public bool IsLoadedForBodyShape(string bodyShapeId) |
| | 172 | | { |
| 0 | 173 | | if (loader == null || !isReady || lastMainFileLoaded == null) |
| 0 | 174 | | return false; |
| | 175 | |
|
| 0 | 176 | | return wearable.data.representations.FirstOrDefault(x => x.bodyShapes.Contains(bodyShapeId))?.mainFile == lastMa |
| | 177 | | } |
| | 178 | |
|
| | 179 | | private void StoreOriginalMaterials() |
| | 180 | | { |
| 70 | 181 | | for (int i = 0; i < assetRenderers.Length; i++) |
| | 182 | | { |
| 22 | 183 | | if (originalMaterials.ContainsKey(assetRenderers[i])) |
| | 184 | | continue; |
| | 185 | |
|
| 22 | 186 | | originalMaterials.Add(assetRenderers[i], assetRenderers[i].sharedMaterials.ToArray()); |
| | 187 | | } |
| 13 | 188 | | } |
| | 189 | |
|
| | 190 | | private void RestoreOriginalMaterials() |
| | 191 | | { |
| 72 | 192 | | foreach (var kvp in originalMaterials) |
| | 193 | | { |
| 22 | 194 | | if (kvp.Key != null) |
| 22 | 195 | | kvp.Key.materials = kvp.Value; |
| | 196 | | } |
| | 197 | |
|
| 14 | 198 | | originalMaterials.Clear(); |
| 14 | 199 | | } |
| | 200 | |
|
| | 201 | | public void SetFadeDither(float ditherFade) |
| | 202 | | { |
| 0 | 203 | | if (assetRenderers == null) |
| 0 | 204 | | return; |
| | 205 | |
|
| 0 | 206 | | for (int i = 0; i < assetRenderers.Length; i++) |
| | 207 | | { |
| 0 | 208 | | for (int j = 0; j < assetRenderers[i].materials.Length; j++) |
| | 209 | | { |
| 0 | 210 | | assetRenderers[i].materials[j].SetFloat(ShaderUtils.DitherFade, ditherFade); |
| | 211 | | } |
| | 212 | | } |
| 0 | 213 | | } |
| | 214 | | } |