mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-26 22:10:17 +00:00
554 lines
14 KiB
C#
554 lines
14 KiB
C#
using System.IO;
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using SanAndreasUnity.Importing.Animation;
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using SanAndreasUnity.Importing.Archive;
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using SanAndreasUnity.Importing.Collision;
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using SanAndreasUnity.Importing.Conversion;
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using SanAndreasUnity.Importing.Items;
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using SanAndreasUnity.Importing.Vehicles;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Behaviours.World;
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using SanAndreasUnity.Importing.GXT;
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namespace SanAndreasUnity.Behaviours
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{
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public class Loader : MonoBehaviour
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{
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public static bool HasLoaded { get; private set; }
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public static bool IsLoading { get; private set; }
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public static string LoadingStatus { get; private set; }
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private static int m_currentStepIndex = 0;
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private static float m_totalEstimatedLoadingTime = 0;
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private static bool m_hasErrors = false;
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private static System.Exception m_loadException;
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public class LoadingStep
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{
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public IEnumerator Coroutine { get; private set; }
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public System.Action LoadFunction { get; private set; }
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public string Description { get; set; }
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public bool StopLoadingOnException { get; private set; }
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public float TimeElapsed { get; internal set; }
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public float EstimatedTime { get; private set; }
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public LoadingStep (System.Action loadFunction, string description, float estimatedTime = 0f, bool stopLoadingOnException = true)
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{
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this.LoadFunction = loadFunction;
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this.Description = description;
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this.EstimatedTime = estimatedTime;
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this.StopLoadingOnException = stopLoadingOnException;
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}
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public LoadingStep (IEnumerator coroutine, string description, float estimatedTime = 0f, bool stopLoadingOnException = true)
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{
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this.Coroutine = coroutine;
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this.Description = description;
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this.EstimatedTime = estimatedTime;
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this.StopLoadingOnException = stopLoadingOnException;
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}
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}
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private static List<LoadingStep> m_loadingSteps = new List<LoadingStep> ();
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public static Texture2D CurrentSplashTex { get; set; }
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public static Texture2D SplashTex1 { get; set; }
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public static Texture2D SplashTex2 { get; set; }
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private static bool m_showFileBrowser = false;
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private static FileBrowser m_fileBrowser = null;
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public static event System.Action onLoadSpecialTextures = delegate { };
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void Start ()
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{
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AddLoadingSteps ();
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StartCoroutine (LoadCoroutine ());
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}
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private static void AddLoadingSteps ()
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{
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LoadingStep[] steps = new LoadingStep[] {
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new LoadingStep ( StepConfigure, "Configuring", 0f ),
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new LoadingStep ( StepSelectGTAPath(), "Select path to GTA", 0.0f ),
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new LoadingStep ( StepLoadArchives, "Loading archives", 1.7f ),
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new LoadingStep ( StepLoadSplashScreen, "Loading splash screen", 0.06f ),
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new LoadingStep ( StepSetSplash1, "Set splash 1" ),
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new LoadingStep ( StepLoadAudio, "Loading audio" ),
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//new LoadingStep ( StepLoadFonts,"Loading fonts"),
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new LoadingStep ( StepLoadCollision, "Loading collision files", 0.9f ),
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new LoadingStep ( StepLoadItemInfo, "Loading item info", 2.4f ),
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new LoadingStep ( StepLoadHandling, "Loading handling", 0.01f ),
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//new LoadingStep ( () => { throw new System.Exception ("testing error handling"); }, "testing error handling", 0.01f ),
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new LoadingStep ( StepLoadAnimGroups, "Loading animation groups", 0.02f ),
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new LoadingStep ( StepLoadCarColors, "Loading car colors", 0.04f ),
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new LoadingStep ( StepLoadWeaponsData, "Loading weapons data", 0.05f ),
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new LoadingStep ( StepSetSplash2, "Set splash 2" ),
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new LoadingStep ( StepLoadMap, "Loading map", 2.1f ),
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new LoadingStep ( StepLoadSpecialTextures, "Loading special textures", 0.01f ),
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// new LoadingStep ( StepLoadGXT, "Loading GXT", 0.15f),
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new LoadingStep ( StepLoadPaths, "Loading paths"),
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};
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for (int i = 0; i < steps.Length; i++) {
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AddLoadingStep (steps [i]);
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}
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if (Cell.Instance != null) {
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// add steps for cell
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AddLoadingStep( new LoadingStep( () => Cell.Instance.CreateStaticGeometry (), "Creating static geometry", 5.8f ) );
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AddLoadingStep( new LoadingStep( () => Cell.Instance.InitStaticGeometry (), "Init static geometry", 0.35f ) );
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AddLoadingStep( new LoadingStep( () => Cell.Instance.LoadParkedVehicles (), "Loading parked vehicles", 0.2f ) );
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AddLoadingStep( new LoadingStep( () => Cell.Instance.CreateEnexes (), "Creating enexes", 0.1f ) );
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AddLoadingStep( new LoadingStep( () => Cell.Instance.LoadWater (), "Loading water", 0.08f ) );
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AddLoadingStep( new LoadingStep( () => Cell.Instance.FinalizeLoad (), "Finalize world loading", 0.01f ) );
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}
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}
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private static void AddLoadingStep (LoadingStep step)
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{
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m_loadingSteps.AddIfNotPresent (step);
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}
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private static IEnumerator LoadCoroutine ()
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{
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var stopwatch = System.Diagnostics.Stopwatch.StartNew ();
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IsLoading = true;
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Debug.Log("Started loading GTA");
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// wait a few frames - to "unblock" the program, and to let other scripts initialize before
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// registering their loading steps
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yield return null;
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yield return null;
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// calculate total loading time
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m_totalEstimatedLoadingTime = m_loadingSteps.Sum( step => step.EstimatedTime );
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var stopwatchForSteps = new System.Diagnostics.Stopwatch ();
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foreach (var step in m_loadingSteps)
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{
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// wait some more time before going to next step, because sometimes Unity does something
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// in the background at the end of a frame, eg. it updates Collider positions if you changed them
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yield return null;
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// update description
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LoadingStatus = step.Description;
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yield return null;
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stopwatchForSteps.Restart ();
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var en = step.Coroutine;
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if (en != null) {
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// this step uses coroutine
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bool hasNext = true;
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while (hasNext) {
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hasNext = false;
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try {
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hasNext = en.MoveNext ();
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} catch (System.Exception ex) {
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HandleExceptionDuringLoad (ex);
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if (step.StopLoadingOnException) {
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yield break;
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}
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}
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// update description
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LoadingStatus = step.Description;
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yield return null;
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}
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} else {
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// this step uses a function
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try {
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step.LoadFunction ();
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} catch(System.Exception ex) {
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HandleExceptionDuringLoad (ex);
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if (step.StopLoadingOnException) {
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yield break;
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}
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}
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}
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// step finished it's work
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step.TimeElapsed = stopwatchForSteps.ElapsedMilliseconds;
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m_currentStepIndex++;
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Debug.LogFormat ("{0} - finished in {1} ms", step.Description, step.TimeElapsed);
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}
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// all steps finished loading
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HasLoaded = true;
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IsLoading = false;
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Debug.Log("GTA loading finished in " + stopwatch.Elapsed.TotalSeconds + " seconds");
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// notify all scripts
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F.SendMessageToObjectsOfType<MonoBehaviour>( "OnLoaderFinished" );
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}
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private static void HandleExceptionDuringLoad (System.Exception ex)
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{
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m_hasErrors = true;
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m_loadException = ex;
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Debug.LogException (ex);
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}
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private static void StepConfigure ()
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{
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TextureDictionary.DontLoadTextures = Config.Get<bool>("dontLoadTextures");
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}
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private static IEnumerator StepSelectGTAPath ()
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{
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yield return null;
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string path = Config.GetPath(Config.const_game_dir);
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if (string.IsNullOrEmpty (path)) {
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// path is not set
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// show file browser to user to select path
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m_showFileBrowser = true;
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} else {
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yield break;
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}
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// wait until user selects a path
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while (m_showFileBrowser) {
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yield return null;
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}
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// refresh path
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path = Config.GetPath(Config.const_game_dir);
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if (string.IsNullOrEmpty (path)) {
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// path was not set
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throw new System.Exception ("Path to GTA was not set");
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}
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}
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private static void StepLoadArchives ()
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{
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string[] directoriesToCheck = { "models", "data" };
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foreach (string directoryToCheck in directoriesToCheck)
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{
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string[] caseVariations =
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{
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directoryToCheck,
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directoryToCheck.FirstCharToUpper(),
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directoryToCheck.ToUpperInvariant(),
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};
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if (caseVariations.All(d => !Directory.Exists(Path.Combine(Config.GamePath, d))))
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throw new System.Exception($"Game folder seems to be invalid - failed to find '{directoryToCheck}' folder inside game folder");
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}
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ArchiveManager.LoadLooseArchive(Config.GamePath);
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foreach (string imgFilePath in ArchiveManager.GetFilePathsFromLooseArchivesWithExtension(".img"))
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{
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ArchiveManager.LoadImageArchive(imgFilePath);
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}
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Debug.Log($"num archives loaded: {ArchiveManager.GetNumArchives()}, num entries loaded: {ArchiveManager.GetTotalNumLoadedEntries()}");
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}
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private static void StepLoadSplashScreen ()
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{
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var txd = TextureDictionary.Load ("LOADSCS");
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int index1 = Random.Range (1, 15);
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int index2 = Random.Range (1, 15);
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SplashTex1 = txd.GetDiffuse ("loadsc" + index1).Texture;
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SplashTex2 = txd.GetDiffuse ("loadsc" + index2).Texture;
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}
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private static void StepSetSplash1 ()
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{
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CurrentSplashTex = SplashTex1;
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}
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private static void StepSetSplash2 ()
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{
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CurrentSplashTex = SplashTex2;
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}
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private static void StepLoadAudio ()
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{
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Audio.AudioManager.InitFromLoader ();
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}
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private static void StepLoadFonts()
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{
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Importing.FontsImporter.LoadFonts();
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}
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private static void StepLoadCollision ()
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{
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int numCollisionFiles = 0;
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foreach (var colFile in ArchiveManager.GetFileNamesWithExtension(".col"))
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{
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CollisionFile.Load(colFile);
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numCollisionFiles++;
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}
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Debug.Log("Number of collision files " + numCollisionFiles);
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}
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private static void StepLoadItemInfo ()
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{
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foreach (var p in Config.GetPaths("item_paths"))
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{
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string path = ArchiveManager.PathToCaseSensitivePath(p);
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var ext = Path.GetExtension(path).ToLower();
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switch (ext)
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{
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case ".dat":
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Item.ReadLoadList(path);
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break;
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case ".ide":
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Item.ReadIde(path);
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break;
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case ".ipl":
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Item.ReadIpl(path);
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break;
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}
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}
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}
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private static void StepLoadHandling ()
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{
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Handling.Load(ArchiveManager.PathToCaseSensitivePath(Config.GetPath("handling_path")));
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}
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private static void StepLoadAnimGroups ()
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{
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foreach (string fileName in Config.Get<string[]>("anim_group_files"))
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{
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AnimationGroup.Load(fileName);
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}
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// load custom anim groups from resources
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TextAsset textAsset = Resources.Load<TextAsset>("Data/auxanimgrp");
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AnimationGroup.LoadFromStreamReader( new StreamReader(new MemoryStream(textAsset.bytes)) );
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}
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private static void StepLoadCarColors ()
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{
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CarColors.Load(ArchiveManager.PathToCaseSensitivePath(Config.GetPath("car_colors_path")));
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}
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private static void StepLoadWeaponsData ()
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{
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Importing.Weapons.WeaponData.Load(ArchiveManager.PathToCaseSensitivePath(Config.GetPath("weapons_path")));
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}
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private static void StepLoadMap ()
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{
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MiniMap.Instance.Load ();
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}
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private static void StepLoadSpecialTextures ()
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{
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// Load mouse cursor texture
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F.RunExceptionSafe(() =>
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{
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Texture2D mouse = TextureDictionary.Load("fronten_pc").GetDiffuse("mouse",
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new TextureLoadParams(){makeNoLongerReadable = false}).Texture;
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Texture2D mouseFix = new Texture2D(mouse.width, mouse.height);
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for (int x = 0; x < mouse.width; x++)
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for (int y = 0; y < mouse.height; y++)
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mouseFix.SetPixel(x, mouse.height - y - 1, mouse.GetPixel(x, y));
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mouseFix.Apply();
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Cursor.SetCursor(mouseFix, Vector2.zero, CursorMode.Auto);
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});
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// fist texture
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Weapon.FistTexture = TextureDictionary.Load("hud").GetDiffuse("fist").Texture;
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onLoadSpecialTextures();
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}
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private static void StepLoadGXT()
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{
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GXT.Load();
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}
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private static void StepLoadPaths()
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{
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Importing.Paths.NodeReader.Load();
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}
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public static float GetProgressPerc ()
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{
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if (m_currentStepIndex <= 0)
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return 0f;
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if (m_currentStepIndex >= m_loadingSteps.Count)
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return 1f;
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float estimatedTimePassed = 0f;
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for (int i = 0; i < m_currentStepIndex; i++) {
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estimatedTimePassed += m_loadingSteps [i].EstimatedTime;
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}
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return Mathf.Clamp01 (estimatedTimePassed / m_totalEstimatedLoadingTime);
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}
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private void Update()
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{
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}
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private void OnGUI()
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{
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if (HasLoaded)
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return;
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// background
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if (CurrentSplashTex != null) {
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GUIUtils.DrawTextureWithYFlipped (new Rect (0, 0, Screen.width, Screen.height), CurrentSplashTex);
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} else {
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GUIUtils.DrawRect (new Rect (0, 0, Screen.width, Screen.height), Color.black);
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}
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// display loading progress
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GUILayout.BeginArea(new Rect(10, 5, 400, Screen.height - 5));
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// current status
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GUILayout.Label("<size=25>" + LoadingStatus + "</size>");
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// progress bar
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GUILayout.Space (10);
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DisplayProgressBar ();
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// display error
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if (m_hasErrors) {
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GUILayout.Space (20);
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GUILayout.Label("<size=20>" + "The following exception occured during the current step:" + "</size>");
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GUILayout.TextArea( m_loadException.ToString () );
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GUILayout.Space (30);
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if (GUIUtils.ButtonWithCalculatedSize("Exit", 80, 30)) {
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GameManager.ExitApplication();
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}
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GUILayout.Space(5);
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}
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// display all steps
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// GUILayout.Space (10);
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// DisplayAllSteps ();
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GUILayout.EndArea();
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DisplayFileBrowser ();
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}
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private static void DisplayAllSteps ()
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{
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int i=0;
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foreach (var step in m_loadingSteps) {
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GUILayout.Label( step.Description + (m_currentStepIndex > i ? (" - " + step.TimeElapsed + " ms") : "") );
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i++;
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}
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}
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private static void DisplayProgressBar ()
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{
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float width = 200;
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float height = 12;
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// Rect rect = GUILayoutUtility.GetLastRect ();
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// rect.position += new Vector2 (0, rect.height);
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// rect.size = new Vector2 (width, height);
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Rect rect = GUILayoutUtility.GetRect( width, height );
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rect.width = width;
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float progressPerc = GetProgressPerc ();
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GUIUtils.DrawBar( rect, progressPerc, new Vector4(149, 185, 244, 255) / 256.0f, new Vector4(92, 147, 237, 255) / 256.0f, 2f );
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}
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private static void DisplayFileBrowser ()
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{
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if (!m_showFileBrowser)
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return;
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if (null == m_fileBrowser) {
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Rect rect = GUIUtils.GetCenteredRect (FileBrowser.GetRecommendedSize());
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m_fileBrowser = new FileBrowser(rect, "Select path to GTA", GUI.skin.window, (string path) => {
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m_showFileBrowser = false;
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Config.SetString (Config.const_game_dir, path);
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Config.SaveUserConfigSafe ();
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} );
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m_fileBrowser.BrowserType = FileBrowserType.Directory;
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}
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m_fileBrowser.OnGUI ();
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}
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}
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}
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