Beispiel #1
0
		/// <summary>
		/// Loads a copy of the srcAsset at copyPath. Creates a copy if not found.
		/// </summary>
		/// <param name="srcAsset">The source asset object</param>
		/// <param name="copyPath">The full path to the copy</param>
		/// <param name="type">The type of source asset</param>
		/// <param name="bOverwriteExisting">Whether to overwrite existing copy if found</param>
		/// <returns>Returns loaded copy if exists or created, otherwise null</returns>
		public static Object CopyAndLoadAssetAtAnyPath(Object srcAsset, string copyPath, System.Type type, bool bOverwriteExisting)
		{
#if UNITY_EDITOR
			string srcAssetPath = GetAssetPath(srcAsset);
			if (!string.IsNullOrEmpty(srcAssetPath))
			{
				CreatePathWithFolders(copyPath);

				string fileName = HEU_Platform.GetFileName(srcAssetPath);
				string fullCopyPath = HEU_Platform.BuildPath(copyPath, fileName);

				if ((!bOverwriteExisting && HEU_Platform.DoesFileExist(fullCopyPath)) || CopyAsset(srcAssetPath, fullCopyPath))
				{
					// Refresh database as otherwise we won't be able to load it in the next line.
					SaveAndRefreshDatabase();

					return LoadAssetAtPath(fullCopyPath, type);
				}
				else
				{
					Debug.LogErrorFormat("Failed to copy and load asset from {0} to {1}!", srcAssetPath, fullCopyPath);
				}
			}
			return null;
#else
			// TODO RUNTIME: AssetDatabase is not supported at runtime. Do we need to support this for runtime?
			Debug.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED);
			return null;
#endif
		}
Beispiel #2
0
		/// <summary>
		/// Copy the file of the given srcAsset into the given targetPath, which must be absolute.
		/// If targetPath doesn't have a file name, the srcAsset's file name will be used.
		/// </summary>
		/// <param name="srcAsset">Source asset to copy</param>
		/// <param name="targetPath">Absolute path of destination</param>
		/// <param name="type">Type of the asset</param>
		/// <returns></returns>
		public static Object CopyAndLoadAssetAtGivenPath(Object srcAsset, string targetPath, System.Type type)
		{
#if UNITY_EDITOR
			string srcAssetPath = GetAssetPath(srcAsset);
			if (!string.IsNullOrEmpty(srcAssetPath))
			{
				string targetFolderPath = HEU_Platform.GetFolderPath(targetPath);
				CreatePathWithFolders(targetFolderPath);

				string targetFileName = HEU_Platform.GetFileName(targetPath);
				if (string.IsNullOrEmpty(targetFileName))
				{
					Debug.LogErrorFormat("Copying asset failed. Destination path must end with a file name: {0}!", targetPath);
					return null;
				}

				if (CopyAsset(srcAssetPath, targetPath))
				{
					// Refresh database as otherwise we won't be able to load it in the next line.
					SaveAndRefreshDatabase();

					return LoadAssetAtPath(targetPath, type);
				}
				else
				{
					Debug.LogErrorFormat("Failed to copy and load asset from {0} to {1}!", srcAssetPath, targetPath);
				}
			}
			return null;
#else
			// TODO RUNTIME: AssetDatabase is not supported at runtime. Do we need to support this for runtime?
			Debug.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED);
			return null;
#endif
		}
	public static HEU_MaterialData CreateUnitySubstanceMaterialData(int materialKey, string materialPath, string substanceName, int substanceIndex, List<HEU_MaterialData> materialCache,
		string assetCacheFolderPath)
	{
	    // Let's make sure we can find the Unity or Substance material first
	    Material material = null;

	    HEU_MaterialData.Source sourceType = HEU_MaterialData.Source.UNITY;
	    if (!string.IsNullOrEmpty(substanceName))
	    {
		sourceType = HEU_MaterialData.Source.SUBSTANCE;
		material = HEU_MaterialFactory.LoadSubstanceMaterialWithName(materialPath, substanceName);
	    }
	    else if (substanceIndex >= 0)
	    {
		sourceType = HEU_MaterialData.Source.SUBSTANCE;
		material = HEU_MaterialFactory.LoadSubstanceMaterialWithIndex(materialPath, substanceIndex);
	    }
	    else if (!string.IsNullOrEmpty(materialPath))
	    {
		material = HEU_MaterialFactory.LoadUnityMaterial(materialPath);
	    }

	    if (material != null)
	    {
		HEU_MaterialData materialData = ScriptableObject.CreateInstance<HEU_MaterialData>();
		materialData._materialSource = sourceType;
		materialData._materialKey = materialKey;
		materialData._material = material;

		materialCache.Add(materialData);
		return materialData;
	    }
	    else
	    {
		// We can't find the material in Unity, so notify user and use a default one which allows to at least get the geometry in.
		if (string.IsNullOrEmpty(materialPath))
		{
		    HEU_Logger.LogWarningFormat("Empty material name found. Using default material.");
		}
		else if (materialPath.Contains("Resources/unity_builtin_extra"))
		{
		    // Built in material. Don't display error.
		}
		else
		{
		    HEU_Logger.LogErrorFormat("Unable to find {0} material {1}. Using a default material instead. Please check material exists in project and reload asset!", sourceType, materialPath);
		}

		// The materialKey helps uniquely identify this material for further look ups. But we also need to get a valid file name
		// to create the default material, so strip out just the file name.
		string strippedFileName = HEU_Platform.GetFileName(materialPath);
		return CreateMaterialInCache(materialKey, strippedFileName, HEU_MaterialData.Source.UNITY, false, materialCache, assetCacheFolderPath);
	    }
	}
		public static string CreateUniqueBakePath(string assetName)
		{
#if UNITY_EDITOR
			string assetBakedPath = GetAssetBakedPathWithAssetName(assetName);
			assetBakedPath = AssetDatabase.GenerateUniqueAssetPath(assetBakedPath);
			string folderName = HEU_Platform.GetFileName(assetBakedPath);
			AssetDatabase.CreateFolder(assetBakedPath, folderName);
			return assetBakedPath;
#else
			// TODO RUNTIME: AssetDatabase is not supported at runtime. Do we need to support this for runtime?
			Debug.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED);
			return null;
#endif
		}
		/// <summary>
		/// Loads a copy of the given asset. Creates the copy if not found.
		/// </summary>
		/// <param name="srcAsset">Source asset whose copy will be loaded (and created if no copy exists).</param>
		/// <param name="newAssetFolderPath">Folder of to look for copy or create in</param>
		/// <param name="type">Type of asset</param>
		/// <returns>Loaded copy of the asset</returns>
		public static Object LoadAssetCopy(Object srcAsset, string newAssetFolderPath, System.Type type, bool bOverwriteExisting)
		{
#if UNITY_EDITOR
			string srcAssetPath = GetAssetPath(srcAsset);
			if (!string.IsNullOrEmpty(srcAssetPath) && IsPathInAssetCache(srcAssetPath))
			{
				string subFolderPath = newAssetFolderPath;
				if(type == typeof(Material))
				{
					subFolderPath = AppendMaterialsPathToAssetFolder(newAssetFolderPath);
				}
				else if(type == typeof(Texture))
				{
					subFolderPath = AppendTexturesPathToAssetFolder(newAssetFolderPath);
				}
				else if (type == typeof(Mesh))
				{
					subFolderPath = AppendMeshesPathToAssetFolder(newAssetFolderPath);
				}
				else if (type == typeof(TerrainData))
				{
					subFolderPath = AppendTerrainPathToAssetFolder(newAssetFolderPath);
				}

				CreatePathWithFolders(subFolderPath);

				string fileName = HEU_Platform.GetFileName(srcAssetPath);
				string newAssetPath = HEU_Platform.BuildPath(subFolderPath, fileName);

				if ((!bOverwriteExisting && HEU_Platform.DoesFileExist(newAssetPath)) || CopyAsset(srcAssetPath, newAssetPath))
				{
					// Refresh database as otherwise we won't be able to load it in the next line.
					SaveAndRefreshDatabase();

					return LoadAssetAtPath(newAssetPath, type);
				}
				else
				{
					Debug.LogErrorFormat("Failed to copy and load asset from {0} to {1}!", srcAssetPath, newAssetPath);
				}
			}
			return null;
#else
			// TODO RUNTIME: AssetDatabase is not supported at runtime. Do we need to support this for runtime?
			Debug.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED);
			return null;
#endif
		}