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58
Assets/Oculus/VR/Scripts/OVRResources.cs
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58
Assets/Oculus/VR/Scripts/OVRResources.cs
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/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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using System.Collections.Generic;
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using UnityEngine;
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public class OVRResources : MonoBehaviour
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{
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private static AssetBundle resourceBundle;
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private static List<string> assetNames;
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public static UnityEngine.Object Load(string path)
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{
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if (Debug.isDebugBuild)
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{
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if(resourceBundle == null)
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{
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Debug.Log("[OVRResources] Resource bundle was not loaded successfully");
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return null;
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}
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var result = assetNames.Find(s => s.Contains(path.ToLower()));
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return resourceBundle.LoadAsset(result);
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}
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return Resources.Load(path);
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}
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public static T Load<T>(string path) where T : UnityEngine.Object
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{
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if (Debug.isDebugBuild)
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{
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if (resourceBundle == null)
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{
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Debug.Log("[OVRResources] Resource bundle was not loaded successfully");
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return null;
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}
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var result = assetNames.Find(s => s.Contains(path.ToLower()));
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return resourceBundle.LoadAsset<T>(result);
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}
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return Resources.Load<T>(path);
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}
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public static void SetResourceBundle(AssetBundle bundle)
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{
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resourceBundle = bundle;
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assetNames = new List<string>();
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assetNames.AddRange(resourceBundle.GetAllAssetNames());
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}
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}
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