UP-Viagg-io/LocalPackages/depthkit.core/Runtime/DataSource/DataSource.cs

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/************************************************************************************
Depthkit Unity SDK License v1
Copyright 2016-2024 Simile Inc dba Scatter. All Rights reserved.
Licensed under the the Simile Inc dba Scatter ("Scatter")
Software Development Kit License Agreement (the "License");
you may not use this SDK except in compliance with the License,
which is provided at the time of installation or download,
or which otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at http://www.depthkit.tv/license-agreement-v1
Unless required by applicable law or agreed to in writing,
the SDK distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and limitations under the License.
************************************************************************************/
using UnityEngine;
using UnityEditor;
using System;
using System.Collections.Generic;
namespace Depthkit
{
[ExecuteInEditMode]
[DefaultExecutionOrder(-15)]
public abstract class DataSource : MonoBehaviour
{
public DataSourceEvents events;
[SerializeField]
private bool m_bIsSetup = false;
protected Depthkit.Clip m_clip;
public Depthkit.Clip clip
{
get { return m_clip; }
}
[SerializeField]
private string m_parent = "root";
public string dataSourceParent
{
get { return m_parent; }
}
private bool m_doUpdate = false;
private bool m_doResize = false;
public abstract string DataSourceName();
private List<WeakReference> m_children;
public T GetChild<T>(bool create = true) where T : DataSource
{
if (m_children == null)
{
ResetChildren();
}
else
{
m_children.RemoveAll(x => x.Target == null);
}
//check if we already had it cached
foreach (var generator in m_children)
{
if (generator.Target.GetType().Equals(typeof(T)))
{
return generator.Target as T;
}
}
if (!create) return null;
//create it if its missing
T gen = gameObject.GetComponent<T>();
if (gen == null)
{
//add it
gen = gameObject.AddComponent<T>();
m_doUpdate = true;
}
gen.m_parent = DataSourceName();
m_children.Add(new WeakReference(gen));
return gen;
}
internal void ResetChildren()
{
if (m_children == null)
{
m_children = new List<WeakReference>();
}
else
{
m_children.Clear();
}
var dataSources = GetComponents<DataSource>();
foreach (var source in dataSources)
{
if (source.dataSourceParent == DataSourceName())
{
m_children.Add(new WeakReference(source));
}
}
}
protected virtual void AcquireResources() { }
protected virtual void FreeResources() { }
protected virtual void OnAwake() { }
public virtual void OnCleanup() { }
public abstract bool OnSetup();
protected abstract bool OnResize();
protected abstract bool OnGenerate();
protected virtual void OnUpdate() { }
protected virtual bool CanGenerate() { return true; }
void Awake()
{
m_children = new List<WeakReference>();
events = new DataSourceEvents();
m_clip = GetComponent<Depthkit.Clip>();
OnAwake();
}
void Start()
{
ResetChildren();
m_bIsSetup = false;
}
public void ScheduleGenerate()
{
m_doUpdate = true;
}
public void ScheduleResize()
{
m_doResize = true;
}
public void UnscheduleGenerate()
{
m_doUpdate = false;
}
public void UnscheduleResize()
{
m_doResize = false;
}
#if UNITY_EDITOR
protected virtual void OnAssemblyReload()
{
Setup();
ScheduleResize();
ScheduleGenerate();
}
#endif
void OnEnable()
{
#if UNITY_EDITOR
AssemblyReloadEvents.afterAssemblyReload += OnAssemblyReload;
#endif
ResetChildren();
foreach (var child in m_children)
{
var gen = child.Target as DataSource;
if (gen != null)
gen.hideFlags = HideFlags.None;
}
AcquireResources();
}
void OnDisable()
{
#if UNITY_EDITOR
AssemblyReloadEvents.afterAssemblyReload -= OnAssemblyReload;
#endif
FreeResources();
if (m_children == null) return;
foreach (var child in m_children)
{
var gen = child.Target as DataSource;
if (gen != null)
gen.hideFlags = HideFlags.NotEditable;
}
}
void Reset()
{
m_bIsSetup = false;
}
public void Setup()
{
ResetChildren();
AcquireResources();
//Debug.Log(DataSourceName() + " - generator setup started...");
m_bIsSetup = OnSetup();
if (m_bIsSetup)
{
foreach (var child in m_children)
{
var gen = child.Target as DataSource;
if (gen != null)
gen.Setup();
}
//Debug.Log(DataSourceName() + " - setup SUCCESS");
}
}
public void Cleanup()
{
OnCleanup();
foreach (var child in m_children)
{
var gen = child.Target as DataSource;
if (gen != null)
gen.Cleanup();
}
m_children.RemoveAll(x => x.Target == null);
}
public void Resize()
{
//Debug.Log(DataSourceName() + " - generator resize started...");
if (!gameObject.activeInHierarchy || !gameObject.activeSelf)
{
return;
}
if (!m_bIsSetup)
{
//Debug.Log(DataSourceName() + " - setting up insize resize...");
Setup();
}
if (m_bIsSetup)
{
if (OnResize())
{
//Debug.Log(DataSourceName() + " - resize SUCCESS");
events.OnDataResized();
}
//refresh children regardless
foreach (var child in m_children)
{
var gen = child.Target as DataSource;
if (gen != null)
gen.Resize();
}
}
}
public bool IsSetup()
{
return m_bIsSetup;
}
public void Generate()
{
//Debug.Log(DataSourceName() + " - generator generate started...");
if (!gameObject.activeInHierarchy || !gameObject.activeSelf)
{
return;
}
if (!m_bIsSetup)
{
Setup();
if (!m_bIsSetup)
{
return; //early out if setup fails
}
Resize();
}
if (!CanGenerate()) return;
if (OnGenerate())
{
//Debug.Log(DataSourceName() + " - calling on generated event.");
events.OnDataGenerated();
//only generate child data if we processed
foreach (var child in m_children)
{
var gen = child.Target as DataSource;
if (gen != null)
gen.Generate();
}
}
#if UNITY_EDITOR
if (!Application.isPlaying)
{
//prompt the editor to update everything so the looks can update themselves with the new data
EditorApplication.delayCall += EditorApplication.QueuePlayerLoopUpdate;
}
#endif
//Debug.Log(DataSourceName() + " - generator generate complete");
}
void Update()
{
if (m_doResize)
{
Resize();
m_doResize = false;
}
}
void LateUpdate()
{
if (m_doUpdate)
{
Generate();
m_doUpdate = false;
}
OnUpdate();
}
}
}