Beispiel #1
0
        private static void onCreatePrefab(string _AssetPath)
        {
            var assetName = Path.GetFileNameWithoutExtension(_AssetPath).Replace(" ", "_");
            var assetDir  = "Assets" + Path.GetDirectoryName(_AssetPath).Replace(Application.dataPath, "") + "/";

            var asset = AssetDatabase.LoadAssetAtPath(assetDir + assetName + ".asset", typeof(GAFAnimationAsset)) as GAFAnimationAsset;

            if (!System.Object.Equals(asset, null))
            {
                var selected = new List <Object>(Selection.gameObjects);

                var prefabPath     = assetDir + assetName + ".prefab";
                var existingPrefab = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
                if (existingPrefab == null)
                {
                    var movieClipObject = createMovieClip(asset);
                    var prefab          = PrefabUtility.CreateEmptyPrefab(assetDir + assetName + ".prefab");
                    prefab = PrefabUtility.ReplacePrefab(movieClipObject, prefab, ReplacePrefabOptions.ConnectToPrefab);
                    GameObject.DestroyImmediate(movieClipObject);
                    selected.Add(prefab);
                }
                else
                {
                    selected.Add(existingPrefab);
                }

                Selection.objects = selected.ToArray();
            }
            else
            {
                GAFUtils.Log("Cannot find asset with path - " + _AssetPath, "");
            }
        }
Beispiel #2
0
    private void initObjectsLists()
    {
        if (isLoaded)
        {
            m_IsObjectsCollected = true;

            m_BatchedObjects = new List <int>();
            m_MaskedObjects  = new List <int>();
            m_ColoredObjects = new List <int>();

            foreach (var timeline in m_SharedData.timelines.Values)
            {
                foreach (var obj in timeline.objects)
                {
                    int type = 0;
                    foreach (var frame in timeline.frames.Values)
                    {
                        if (frame.states.ContainsKey(obj.id))
                        {
                            var state = frame.states[obj.id];

                            if ((state.alpha != 1f && state.alpha != 0f) ||
                                state.colorMatrix != null)
                            {
                                type |= 1;
                            }

                            if (state.maskID > 0)
                            {
                                type |= 2;
                            }
                        }
                    }

                    int id = (int)obj.id;
                    switch (type)
                    {
                    case 0: m_BatchedObjects.Add(id); break;

                    case 1: m_ColoredObjects.Add(id); break;

                    case 2: m_MaskedObjects.Add(id); break;

                    case 3: m_MaskedObjects.Add(id); m_ColoredObjects.Add(id); break;
                    }
                }
            }

            if (m_BatchedObjects.Count > 0)
            {
                GAFUtils.Log("GAF! Your animation asset has batchable objects. Make sure that dynamic batching is enabled for you project.");
            }

#if UNITY_EDITOR
            EditorUtility.SetDirty(this);
#endif // UNITY_EDITOR
        }
    }
Beispiel #3
0
        public void load()
        {
            lock (m_Locker)
            {
#if UNITY_EDITOR
                if (m_AssetVersion < GAFSystem.AssetVersion &&
                    !EditorApplication.isPlayingOrWillChangePlaymode)
                {
                    upgrade();
                }
#endif // UNITY_EDITOR

                if (m_AssetVersion == GAFSystem.AssetVersion)
                {
                    if (!isLoaded &&
                        m_AssetData != null)
                    {
                        GAFReader reader = new GAFReader();
                        try
                        {
                            reader.Load(m_AssetData, ref m_SharedData);
                        }
                        catch (GAFException _Exception)
                        {
                            GAFUtils.Error(_Exception.Message);

                            m_SharedData = null;
                        }

                        if (isLoaded &&
                            !m_IsExternalDataCollected)
                        {
                            collectExternalData();

#if UNITY_EDITOR
                            if (!EditorApplication.isPlayingOrWillChangePlaymode)
                            {
                                EditorUtility.SetDirty(this);
                            }
#endif // UNITY_EDITOR
                        }
                    }
                }
                else
                {
                    GAFUtils.Log("Asset \"" + name + "\" was not upgraged!", string.Empty);
                }
            }
        }
        private static void onCreateClipPrefabPlusInstance(string _AssetPath, bool _IsBaked, bool _IsAnimator)
        {
            var assetName = Path.GetFileNameWithoutExtension(_AssetPath).Replace(" ", "_");
            var assetDir  = "Assets" + Path.GetDirectoryName(_AssetPath).Replace(Application.dataPath, "") + "/";

            var asset = AssetDatabase.LoadAssetAtPath(assetDir + assetName + ".asset", typeof(GAFAnimationAsset)) as GAFAnimationAsset;

            if (!System.Object.Equals(asset, null))
            {
                var selected = new List <Object>(Selection.gameObjects);

                var prefabPath = assetDir + assetName;
                if (_IsBaked)
                {
                    prefabPath += "_baked";
                }
                if (_IsAnimator)
                {
                    prefabPath += "_animator";
                }

                prefabPath += ".prefab";

                var existingPrefab = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
                if (existingPrefab == null)
                {
                    var clipObject = createClip(asset, _IsBaked, _IsAnimator);
                    var prefab     = PrefabUtility.CreateEmptyPrefab(prefabPath);
                    prefab = PrefabUtility.ReplacePrefab(clipObject, prefab, ReplacePrefabOptions.ConnectToPrefab);

                    selected.Add(clipObject);
                    selected.Add(prefab);
                }
                else
                {
                    var instance = PrefabUtility.InstantiatePrefab(existingPrefab) as GameObject;
                    selected.Add(existingPrefab);
                    selected.Add(instance);
                }

                Selection.objects = selected.ToArray();
            }
            else
            {
                GAFUtils.Log("Cannot find asset with path - " + _AssetPath, "");
            }
        }
Beispiel #5
0
        private static void onCreateMovieClip(string _AssetPath)
        {
            var assetName = Path.GetFileNameWithoutExtension(_AssetPath).Replace(" ", "_");
            var assetDir  = "Assets" + Path.GetDirectoryName(_AssetPath).Replace(Application.dataPath, "") + "/";

            var asset = AssetDatabase.LoadAssetAtPath(assetDir + assetName + ".asset", typeof(GAFAnimationAsset)) as GAFAnimationAsset;

            if (!System.Object.Equals(asset, null))
            {
                var movieClipObject = createMovieClip(asset);

                var selected = new List <Object>(Selection.gameObjects);
                selected.Add(movieClipObject);
                Selection.objects = selected.ToArray();
            }
            else
            {
                GAFUtils.Log("Cannot find asset with path - " + _AssetPath, "");
            }
        }