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feat(example): read local files in UnityEditor env
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Assets/MediaPipe/Examples/Scripts/ResourceManager/LocalAssetManager.cs
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using Mediapipe; | ||
using System; | ||
using System.IO; | ||
using System.Threading.Tasks; | ||
using UnityEngine; | ||
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/// <summary> | ||
/// Sample implementation of ResourceManager, that reads files from local filesystem. | ||
/// This class is used in UnityEditor environment. | ||
/// </summary> | ||
public sealed class LocalAssetManager : ResourceManager { | ||
private static readonly Lazy<LocalAssetManager> lazy = new Lazy<LocalAssetManager>(() => new LocalAssetManager()); | ||
public static LocalAssetManager Instance { get { return lazy.Value; } } | ||
private readonly static string ModelRootPath = Path.Combine(Application.dataPath, "MediaPipe", "SDK", "Models"); | ||
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private LocalAssetManager() : base() {} | ||
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/// <summary>dummy method</summary> | ||
public async Task LoadAllAssetsAsync() { | ||
await Task.CompletedTask; | ||
} | ||
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protected override string CacheFileFromAsset(string assetPath) { | ||
var assetName = GetAssetName(assetPath); | ||
var localPath = GetLocalFilePath(assetName); | ||
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if (File.Exists(localPath)) { | ||
return localPath; | ||
} | ||
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return null; | ||
} | ||
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protected override bool ReadFile(string path, IntPtr dst) { | ||
var localPath = CacheFileFromAsset(path); | ||
var asset = File.ReadAllBytes(localPath); | ||
ResourceUtil.CopyBytes(dst, asset); | ||
return true; | ||
} | ||
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private string GetAssetName(string assetPath) { | ||
var assetName = Path.GetFileNameWithoutExtension(assetPath); | ||
var extension = Path.GetExtension(assetPath); | ||
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return extension == ".tflite" ? $"{assetName}.bytes" : $"{assetName}.txt"; | ||
} | ||
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private string GetLocalFilePath(string assetName) { | ||
return Path.Combine(ModelRootPath, assetName); | ||
} | ||
} |
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Assets/MediaPipe/Examples/Scripts/ResourceManager/LocalAssetManager.cs.meta
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