| | 1 | | using DCL.Controllers; |
| | 2 | | using DCL.ECS7.InternalComponents; |
| | 3 | | using DCL.ECSRuntime; |
| | 4 | | using DCL.Models; |
| | 5 | | using UnityEngine; |
| | 6 | |
|
| | 7 | | namespace DCL.ECSComponents |
| | 8 | | { |
| | 9 | | /// <summary> |
| | 10 | | /// This class will handle the avatar shape for the global scenes and the scenes that use it |
| | 11 | | /// Take into account that this component uses a pool to manage the prefabs |
| | 12 | | /// </summary> |
| | 13 | | public class AvatarShapeComponentHandler : IECSComponentHandler<PBAvatarShape> |
| | 14 | | { |
| | 15 | | internal IAvatarShape avatar; |
| | 16 | | private readonly Pool pool; |
| | 17 | | private readonly PoolableObject poolableObject; |
| | 18 | | private readonly IInternalECSComponent<InternalRenderers> renderersInternalComponent; |
| | 19 | | private IParcelScene scene; |
| | 20 | | private IDCLEntity entity; |
| | 21 | | private Renderer renderer; |
| | 22 | | private PBAvatarShape prevModel; |
| | 23 | |
|
| | 24 | | private bool isAvatarInitialized = false; |
| | 25 | |
|
| 0 | 26 | | public AvatarShapeComponentHandler(Pool pool, IInternalECSComponent<InternalRenderers> renderersComponent) |
| | 27 | | { |
| 0 | 28 | | this.pool = pool; |
| 0 | 29 | | poolableObject = pool.Get(); |
| 0 | 30 | | renderersInternalComponent = renderersComponent; |
| 0 | 31 | | avatar = poolableObject.gameObject.GetComponent<AvatarShape>(); |
| 0 | 32 | | } |
| | 33 | |
|
| | 34 | | public void OnComponentCreated(IParcelScene scene, IDCLEntity entity) |
| | 35 | | { |
| 0 | 36 | | this.scene = scene; |
| 0 | 37 | | this.entity = entity; |
| | 38 | |
|
| 0 | 39 | | avatar.transform.SetParent(entity.gameObject.transform, false); |
| | 40 | |
|
| 0 | 41 | | avatar.internalAvatar.OnCombinedRendererUpdate += OnCombinedRendererUpdate; |
| 0 | 42 | | } |
| | 43 | |
|
| | 44 | | public void OnComponentRemoved(IParcelScene scene, IDCLEntity entity) |
| | 45 | | { |
| 0 | 46 | | if (avatar == null) |
| 0 | 47 | | return; |
| | 48 | |
|
| 0 | 49 | | avatar.internalAvatar.OnCombinedRendererUpdate -= OnCombinedRendererUpdate; |
| | 50 | |
|
| 0 | 51 | | if (renderer) |
| | 52 | | { |
| 0 | 53 | | renderersInternalComponent.RemoveRenderer(scene, entity, renderer); |
| | 54 | | } |
| | 55 | |
|
| 0 | 56 | | avatar.Cleanup(); |
| 0 | 57 | | pool.Release(poolableObject); |
| 0 | 58 | | avatar = null; |
| 0 | 59 | | isAvatarInitialized = false; |
| 0 | 60 | | } |
| | 61 | |
|
| | 62 | | public void OnComponentModelUpdated(IParcelScene scene, IDCLEntity entity, PBAvatarShape model) |
| | 63 | | { |
| 0 | 64 | | if (!isAvatarInitialized) |
| | 65 | | { |
| 0 | 66 | | avatar.Init(); |
| 0 | 67 | | isAvatarInitialized = true; |
| | 68 | | } |
| | 69 | |
|
| | 70 | | // We assume avatar combined renderer is going to change by checking equality |
| | 71 | | // between model update |
| | 72 | | // we should refactor this avatar shape handler |
| | 73 | | // so the assumption is fair enough for the moment |
| 0 | 74 | | if (renderer && IsRendererGoingToChange(model, prevModel)) |
| | 75 | | { |
| 0 | 76 | | renderersInternalComponent.RemoveRenderer(scene, entity, renderer); |
| | 77 | | } |
| | 78 | |
|
| 0 | 79 | | prevModel = model; |
| 0 | 80 | | avatar.ApplyModel(scene, entity, model); |
| 0 | 81 | | } |
| | 82 | |
|
| | 83 | | private void OnCombinedRendererUpdate(Renderer newRenderer) |
| | 84 | | { |
| 0 | 85 | | if (renderer) |
| | 86 | | { |
| 0 | 87 | | renderersInternalComponent.RemoveRenderer(scene, entity, renderer); |
| | 88 | | } |
| | 89 | |
|
| 0 | 90 | | renderersInternalComponent.AddRenderer(scene, entity, newRenderer); |
| 0 | 91 | | renderer = newRenderer; |
| 0 | 92 | | } |
| | 93 | |
|
| | 94 | | private static bool IsRendererGoingToChange(PBAvatarShape newModel, PBAvatarShape prevModel) |
| | 95 | | { |
| 0 | 96 | | if (prevModel == null) return false; |
| | 97 | |
|
| 0 | 98 | | prevModel.ExpressionTriggerId = newModel.ExpressionTriggerId; |
| 0 | 99 | | prevModel.ExpressionTriggerTimestamp = newModel.ExpressionTriggerTimestamp; |
| 0 | 100 | | prevModel.Talking = newModel.Talking; |
| | 101 | |
|
| 0 | 102 | | return !prevModel.Equals(newModel); |
| | 103 | | } |
| | 104 | | } |
| | 105 | | } |