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https://github.com/GTA-ASM/SanAndreasUnity
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game can work without loading textures
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parent
1fab8740c5
commit
9b73165fa4
2 changed files with 28 additions and 5 deletions
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@ -224,6 +224,17 @@ namespace SanAndreasUnity.Importing.Conversion
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private static readonly Utilities.AsyncLoader<string, TextureDictionary> s_asyncLoader =
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new Utilities.AsyncLoader<string, TextureDictionary> (StringComparer.InvariantCultureIgnoreCase);
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private static bool DontLoadTextures => true;
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private static Texture2D s_dummyTexture;
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private static Texture2D DummyTexture {
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get {
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if (null == s_dummyTexture)
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s_dummyTexture = Utilities.F.CreateTexture(32, 32, Color.gray);
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return s_dummyTexture;
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}
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}
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public static TextureDictionary Load(string name)
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{
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@ -233,7 +244,7 @@ namespace SanAndreasUnity.Importing.Conversion
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UnityEngine.Profiling.Profiler.BeginSample ("TextureDictionary.Load");
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var txd = new TextureDictionary(ArchiveManager.ReadFile<RenderWareStream.TextureDictionary>(name + ".txd"));
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var txd = new TextureDictionary(DontLoadTextures ? null : ArchiveManager.ReadFile<RenderWareStream.TextureDictionary>(name + ".txd"));
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s_asyncLoader.AddToLoadedObjects(name, txd);
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UnityEngine.Profiling.Profiler.EndSample ();
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@ -252,10 +263,11 @@ namespace SanAndreasUnity.Importing.Conversion
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// read archive file asyncly
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TextureDictionary loadedTxd = null;
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bool bDontLoad = DontLoadTextures;
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Behaviours.LoadingThread.RegisterJob (new Behaviours.LoadingThread.Job<RenderWareStream.TextureDictionary> () {
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action = () => {
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return ArchiveManager.ReadFile<RenderWareStream.TextureDictionary>(name + ".txd");
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return bDontLoad ? null : ArchiveManager.ReadFile<RenderWareStream.TextureDictionary>(name + ".txd");
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},
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callbackSuccess = (RenderWareStream.TextureDictionary td) => {
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UnityEngine.Profiling.Profiler.BeginSample ("TextureDictionary()");
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@ -341,6 +353,9 @@ namespace SanAndreasUnity.Importing.Conversion
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_diffuse = new Dictionary<string, Texture>(StringComparer.InvariantCultureIgnoreCase);
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_alpha = new Dictionary<string, Texture>(StringComparer.InvariantCultureIgnoreCase);
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if (null == txd)
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return;
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foreach (var native in txd.Textures)
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{
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var tex = new Texture(native);
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@ -376,6 +391,9 @@ namespace SanAndreasUnity.Importing.Conversion
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public LoadedTexture GetDiffuse(string name)
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{
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if (DontLoadTextures)
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return new LoadedTexture(DummyTexture, false);
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if (!_diffuse.ContainsKey(name))
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{
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return ParentName != null ? Parent.GetDiffuse(name) : null;
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@ -386,6 +404,9 @@ namespace SanAndreasUnity.Importing.Conversion
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public LoadedTexture GetAlpha(string name)
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{
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if (DontLoadTextures)
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return new LoadedTexture(DummyTexture, false);
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if (!_alpha.ContainsKey(name))
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{
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return ParentName != null ? Parent.GetAlpha(name) : null;
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@ -20,13 +20,15 @@
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- Does 'O' button changes quality level ?
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- **Check how much RAM textures use ; don't load them on headless server ;**
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- **don't load textures on headless server ;**
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- **When model is changed for a passenger, his position is moved to start of anim** ;
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- **Are weapon audio clips unloaded ?**
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- **Are weapon audio clips unloaded ? - no ; memory is increased by 90 KB for 5 weapons (when ped is spawned) ;**
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- Map window: **draw vehicles** ;
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- When ped changes model, animation clips increase memory usage by 0.8 MB
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- Map window: **don't draw vehicles** ;
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- Play sounds: horn ; empty weapon slot ; ped damage ; footsteps in run and sprint states ;
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