Add Custom Enviroment Option (Need to fix Lighting issue))
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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 System.IO;
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public class AssetBundleManager : MonoBehaviour
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{
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public static AssetBundleManager Instance { get; private set; }
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private Dictionary<string, AssetBundle> assetBundles = new Dictionary<string, AssetBundle>();
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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Destroy(gameObject);
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}
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}
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public T LoadAsset<T>(string assetBundleFolder, string assetBundleName) where T : Object
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{
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UnloadAllAssetBundles();
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LoadAssetBundle(assetBundleFolder, assetBundleName);
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if (assetBundles.ContainsKey(assetBundleName))
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{
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string rootAssetPath = assetBundles[assetBundleName].GetAllAssetNames()[0];
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return assetBundles[assetBundleName].LoadAsset<T>(rootAssetPath);
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}
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return null;
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}
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public void LoadAssetBundle(string assetBundleFolder, string assetBundleName)
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{
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if (!assetBundles.ContainsKey(assetBundleName))
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{
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AssetBundle assetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, assetBundleFolder, assetBundleName));
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assetBundles.Add(assetBundleName, assetBundle);
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}
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}
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public void UnloadAssetBundle(string assetBundleName)
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{
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if (assetBundles.ContainsKey(assetBundleName))
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{
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assetBundles[assetBundleName].Unload(true);
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assetBundles.Remove(assetBundleName);
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}
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}
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public void UnloadAllAssetBundles()
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{
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foreach (var assetBundle in assetBundles)
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{
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assetBundle.Value.Unload(true);
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}
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assetBundles.Clear();
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}
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public List<FileInfo> GetAssetBundleFiles(string assetBundleFolder)
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{
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var path = Path.Combine(Application.streamingAssetsPath, assetBundleFolder);
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if (!Directory.Exists(path))
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Directory.CreateDirectory(path);
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var dir = new DirectoryInfo(path);
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var files = new List<FileInfo>(dir.GetFiles("*.abf"));
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return files;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 43e8e49893eca1e4690cb1e220f45035
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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