Files
ADOFAIRenderer/Util/BundleLoader.cs
T

44 lines
1.5 KiB
C#

using System;
using System.Reflection;
using System.Resources;
using MelonLoader;
using UnityEngine;
namespace ADOFAIRenderer.Util
{
internal static class BundleLoader
{
private static readonly string BundlePlatform;
private static readonly Assembly? ExecutingAssembly;
static BundleLoader()
{
BundlePlatform = Application.platform switch
{
RuntimePlatform.WindowsPlayer => "Win64",
RuntimePlatform.OSXPlayer => "OSX",
_ => "Linux"
};
ExecutingAssembly = Assembly.GetExecutingAssembly();
}
public static AssetBundle GetBundle(string resourcePath)
{
if (ExecutingAssembly != null)
{
var bundlePath = $"ADOFAIRenderer.Bundle.{BundlePlatform}.{resourcePath}";
using var resourceStream = ExecutingAssembly.GetManifestResourceStream(bundlePath);
if (resourceStream != null)
{
return AssetBundle.LoadFromStream(resourceStream);
}
Melon<RenderMod>.Logger.Error($"Could not find bundle resource in DLL.\n{bundlePath}");
throw new MissingManifestResourceException("Could not find bundle resource in DLL.");
}
Melon<RenderMod>.Logger.Error("Executing assembly has not been set properly.");
throw new InvalidOperationException("ExecutingAssembly has not been set.");
}
}
}