Beispiel #1
0
        /// <summary>
        /// This is called to validate the scene and ensure it can be exported.
        /// <strong>If you override this, make sure to call <code>base.Validate(scene, root, err)</code>! (Preferably before your code)</strong>
        /// Also, do NOT return early from this method unless absolutely necessary. Validate as many thing as you can.
        /// </summary>
        /// <param name="scene">The scene to export</param>
        /// <param name="root">The root game object</param>
        /// <param name="err">An object used to inform the exporter what's happened</param>
        public virtual void Validate(Scene scene, CustomScene root, ExportErrors err)
        {
            // Save these for later.
            _scene = scene;
            _root  = root;
            _err   = err;

            // Check for NavMesh and Occlusion data
            // These aren't *required* so they will only be warnings
            if (!File.Exists(Path.GetDirectoryName(scene.path) + "/" + scene.name + "/NavMesh.asset"))
            {
                err.AddWarning("Scene is missing NavMesh data!");
            }
            if (!File.Exists(Path.GetDirectoryName(scene.path) + "/" + scene.name + "/OcclusionCullingData.asset"))
            {
                err.AddWarning("Scene is missing Occlusion Culling Data!");
            }

            // Let the proxied components know we're about to export
            foreach (var proxy in scene.GetRootGameObjects().SelectMany(x => x.GetComponentsInChildren <ComponentProxy>()))
            {
                proxy.OnExport(err);
            }
        }
Beispiel #2
0
        /// <summary>
        /// Simple helper function to check if the number of components of a certain type is between two numbers
        /// </summary>
        /// <param name="min">The minimum number</param>
        /// <param name="max">The maximum number</param>
        /// <param name="warning">If invalid, produces a warning instead of an error</param>
        /// <param name="message">Custom message to log</param>
        /// <typeparam name="T">The type of the component</typeparam>
        protected void RequiredComponents <T>(int min, int max = int.MaxValue, bool warning = false, string message = null)
        {
            var count = _root.GetComponentsInChildren <T>().Length;

            if (min <= count && count <= max)
            {
                return;
            }

            var msg = min == max ? $"{min}" : max == int.MaxValue ? $"at least {min}" : $"{min} - {max}";

            if (warning)
            {
                _err.AddWarning(message ?? $"Your scene contains {count} {typeof(T).Name}. Recommended number is {msg}");
            }
            else
            {
                _err.AddError(message ?? $"Your scene contains {count} {typeof(T).Name}. Required number is {msg}");
            }
        }