53 lines
2 KiB
C#
53 lines
2 KiB
C#
/**
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* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
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*
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* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
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* copy, modify, and distribute this software in source code or binary form for use
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* in connection with the web services and APIs provided by Facebook.
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*
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* As with any software that integrates with the Facebook platform, your use of
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* this software is subject to the Facebook Developer Principles and Policies
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* [http://developers.facebook.com/policy/]. This copyright notice shall be
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* included in all copies or substantial portions of the software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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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 UnityEngine.Networking;
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public class Utility
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{
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private static Dictionary<string, Texture> _textures = new Dictionary<string, Texture>();
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// TODO check if loading a texture already for an id and wait for that instead of redoing the work
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public static IEnumerator GetTexture(string id, string url, System.Action<Texture> callback)
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{
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if (_textures.ContainsKey(id))
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{
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callback(_textures[id]);
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yield break;
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}
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UnityWebRequest www = UnityWebRequestTexture.GetTexture(url);
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yield return www.SendWebRequest();
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if (www.responseCode != 200)
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{
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Debug.Log(www.error);
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}
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else
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{
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// Texture texture = ((DownloadHandlerTexture)www.downloadHandler).texture;
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Texture texture = DownloadHandlerTexture.GetContent(www);
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callback(texture);
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}
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}
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}
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