Beispiel #1
0
 /// <summary>
 /// Handles post process on all assets within Unity Editor. Finds all meshes and creates
 /// a Unity prefab allowing easy instation at runtime. For more information about this Unity
 /// Message Handle: http://docs.unity3d.com/ScriptReference/AssetPostprocessor.OnPostprocessAllAssets.html
 /// </summary>
 /// <param name="importedAssets">List of paths to assets that have been imported</param>
 /// <param name="deletedAssets">List of paths to assets that have been deleted</param>
 /// <param name="movedAssets">List of paths to assets that have been moved</param>
 /// <param name="movedFromAssetPaths">List of paths to assets that have been moved from paths</param>
 static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
 {
     if (importedAssets.Length > 0)
     {
         FileType type = FileType.UNKNOWN;
         foreach (string assetPath in importedAssets)
         {
             string filename = FileManagerImpl.GetFileName(assetPath, false);
             type = FileManagerImpl.GetFileType(assetPath);
             UnityEngine.Object asset = AssetDatabase.LoadMainAssetAtPath(assetPath);
             // Creating prefab here will cause this function to be invoked again causing an infinite loop of
             // assets being generated. Proper Check of the Object is of type GameObject, isn't part of a prefab
             // and that the asset is a proper model that can become a prefab.
             if (asset.GetType() == typeof(GameObject) &&
                 PrefabUtility.GetPrefabParent(asset) == null &&
                 PrefabUtility.GetPrefabType(asset) == PrefabType.ModelPrefab)
             {
                 // To properly create a prefab of the object we need to instantiate it into
                 // the game world and save that object as a prefab.
                 GameObject go = GameObject.Instantiate <GameObject>((GameObject)asset);
                 go.name = asset.name; // remove the (clone) within the name.
                 PrefabUtility.CreatePrefab(string.Format(prefabItemPathFormat, go.name), go);
                 GameObject.DestroyImmediate(go);
             }
             else if (type == FileType.URDF || type == FileType.XACRO)
             {
                 string prefabName = CreateUrdfRobot(assetPath);
                 if (!String.IsNullOrEmpty(prefabName))
                 {
                     UrdfItemModel item = new UrdfItemModel();
                     item.name           = filename;
                     item.urdfFilename   = assetPath;
                     item.prefabFilename = prefabName;
                     item.visibility     = 1;
                     UrdfDb db = new UrdfDb();
                     db.AddSensor(item);
                 }
             }
         }
     }
 }
Beispiel #2
0
    /// <summary>
    /// This save function, grabs all the inputs and preforms the appropriate
    /// action according to the state it ccurrently is in.
    /// </summary>
    public void SaveForm_click()
    {
        UrdfItemModel item   = null;
        Sensor        sensor = null;

        if (this.currSelectedSensor != null)
        {
            sensor = this.currSelectedSensor.GetComponent <Sensor>();
        }

        if (sensor != null)
        {
            item = sensor.item;
        }
        else
        {
            item = new UrdfItemModel();
        }

        item.name           = this.inputs["txtName"].text;
        item.modelNumber    = this.inputs["txtModel"].text;
        item.notes          = this.inputs["txtNotes"].text;
        item.prefabFilename = this.inputs["txtPrefabPath"].text;
        item.fk_category_id = this.dropdowns["ddCategory"].value;
        item.fk_type_id     = this.dropdowns["ddTypes"].value;
        item.visibility     = (this.toggles["toggleVisibility"].isOn ? 1 : 0);

        if (!float.TryParse(this.inputs["txtInternalCost"].text, out item.internalCost))
        {
            Debug.Log("[internalCost] Invalid float detected. Did you change the context type?");
        }
        if (!float.TryParse(this.inputs["txtExternalCost"].text, out item.externalCost))
        {
            Debug.Log("[externalCost] Invalid float detected. Did you change the context type?");
        }
        if (!float.TryParse(this.inputs["txtPower"].text, out item.powerUsage))
        {
            Debug.Log("[power] Invalid float detected. Did you change the context type?");
        }
        if (!float.TryParse(this.inputs["txtWeight"].text, out item.weight))
        {
            Debug.Log("[weight] Invalid float detected. Did you change the context type?");
        }
        if (!float.TryParse(this.inputs["txtTime"].text, out item.time))
        {
            Debug.Log("[time] Invalid float detected. Did you change the context type?");
        }


        switch (currState)
        {
        case UIState.Create:
            urdf.AddSensor(item);
            break;

        case UIState.Delete:
            urdf.DeleteSensor(item);
            GameObject.Destroy(this.currSelectedSensor);
            GameObject.Destroy(this.currSelectedSensorGoModel);
            SetUiState(UIState.Create);
            clearForm();
            break;

        case UIState.Update:
            urdf.UpdateSensor(item);
            this.currSelectedSensor.GetComponent <Sensor>().item = item;
            UpdateVisuals(item);
            break;
        }
    }