public static List <GameObject> LoadAllValidPrefabsInFolder(string folderName, bool includeSubfolders = true, bool showProgressBar = false)
        {
            if (includeSubfolders)
            {
                string progressTitle   = "Loading assets";
                string progressMessage = "Please wait...";
                if (showProgressBar)
                {
                    EditorUtility.DisplayProgressBar(progressTitle, progressMessage, 0.0f);
                }
                List <UnityEngine.Object> assets = ProjectAssetDatabase.LoadAssetsInFolder(folderName, "GameObject", "");
                if (showProgressBar)
                {
                    EditorUtility.DisplayProgressBar(progressTitle, progressMessage, 0.5f);
                }
                List <GameObject> unityPrefabs = GetValidPrefabsWhichExistAmongstAssets(assets);
                if (showProgressBar)
                {
                    EditorUtility.ClearProgressBar();
                }
                if (unityPrefabs.Count == 0)
                {
                    return(new List <GameObject>());
                }

                return(unityPrefabs);
            }
            else
            {
                List <string>     assetPaths   = FileSystem.GetAllFilesInFolder(folderName);
                List <GameObject> validPrefabs = GetValidPrefabsWhichExistAmongstAssets(assetPaths, showProgressBar);

                return(validPrefabs);
            }
        }
Beispiel #2
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        private Texture2D LoadTextureAtPathAndStore(string relativeTexturePath)
        {
            Texture2D loadedTexture = ProjectAssetDatabase.LoadTextureAtPath(FileSystem.GetToolFolderName() + relativeTexturePath);

            if (loadedTexture != null)
            {
                Texture2D clonedTexture = loadedTexture.Clone(true);
                _pathToTexture.Add(relativeTexturePath, clonedTexture);

                return(clonedTexture);
            }

            return(null);
        }
        public static Prefab CreateFromSelectedObjects(Pivot prefabPivot)
        {
            // Ensure that all necessary data is in place
            ObjectSelectionPrefabCreationSettings prefabCreationSettings = ObjectSelectionPrefabCreationSettings.Get();

            if (string.IsNullOrEmpty(prefabCreationSettings.PrefabName) || string.IsNullOrEmpty(prefabCreationSettings.DestinationFolder))
            {
                return(null);
            }
            if (ObjectSelection.Get().NumberOfSelectedObjects == 0)
            {
                return(null);
            }

            List <GameObject> allSelectedObjects = ObjectSelection.Get().GetAllSelectedGameObjects();

            if (allSelectedObjects.Count == 0)
            {
                return(null);
            }

            // Check if a prefab with the same name already exists
            bool       shouldPrefabBeCreated = true;
            GameObject prefabWithSameName    = ProjectAssetDatabase.LoadPrefabWithNameInFolder(prefabCreationSettings.PrefabName, prefabCreationSettings.DestinationFolder, false);

            if (prefabWithSameName != null)
            {
                if (EditorUtility.DisplayDialog("Are you sure?", "A prefab with the specified name already exists in the specified folder. Would you like to overwrite it?", "Yes", "No"))
                {
                    // If the user chose 'Yes', we have to remove the existing prefab from its category
                    PrefabCategory categoryWhichContainsSamePrefab = PrefabCategoryDatabase.Get().GetPrefabCategoryWhichContainsPrefab(prefabWithSameName);
                    if (categoryWhichContainsSamePrefab != null)
                    {
                        categoryWhichContainsSamePrefab.RemoveAndDestroyPrefab(prefabWithSameName);
                    }
                }
                else
                {
                    shouldPrefabBeCreated = false;
                }
            }
            if (!shouldPrefabBeCreated)
            {
                return(null);
            }

            // Create all the objects which will reside in the prefab hierarchy
            GameObject prefabRoot = new GameObject(prefabCreationSettings.PrefabName);
            Box        objectCollectionWorldBox    = Box.GetInvalid();
            var        allObjectsInPrefabHierarchy = new List <GameObject>();

            foreach (GameObject gameObject in allSelectedObjects)
            {
                Transform  gameObjectTransform = gameObject.transform;
                GameObject gameObjectClone     = Octave3DWorldBuilder.Instantiate(gameObject, gameObjectTransform.position, gameObjectTransform.rotation) as GameObject;
                allObjectsInPrefabHierarchy.Add(gameObjectClone);

                Transform cloneTransform = gameObjectClone.transform;
                gameObjectClone.name      = gameObject.name;
                cloneTransform.localScale = gameObjectTransform.lossyScale;

                if (objectCollectionWorldBox.IsValid())
                {
                    objectCollectionWorldBox.Encapsulate(gameObjectClone.GetWorldBox());
                }
                else
                {
                    objectCollectionWorldBox = gameObjectClone.GetWorldBox();
                }
            }

            // Now calculate the root object's position based on the specified pivot point
            Transform prefabRootTransform = prefabRoot.transform;

            if (prefabPivot == Pivot.Center)
            {
                prefabRootTransform.position = objectCollectionWorldBox.Center;
            }
            else if (prefabPivot == Pivot.BottomCenter)
            {
                prefabRootTransform.position = objectCollectionWorldBox.GetBoxFaceCenter(BoxFace.Bottom);
            }

            // Now that the root object's position is in place, attach all objects as children of the root
            foreach (GameObject gameObject in allObjectsInPrefabHierarchy)
            {
                gameObject.transform.parent = prefabRootTransform;
            }

            // Create the prefab and assign it to the chosen category
            GameObject createdUnityPrefab = ProjectAssetDatabase.CreatePrefab(prefabRoot, prefabCreationSettings.PrefabName, prefabCreationSettings.DestinationFolder);

            if (createdUnityPrefab == null)
            {
                return(null);
            }

            UndoEx.RecordForToolAction(prefabCreationSettings.DestinationCategory);
            Prefab createdPrefab = PrefabFactory.Create(createdUnityPrefab);

            prefabCreationSettings.DestinationCategory.AddPrefab(createdPrefab);

            Octave3DWorldBuilder.DestroyImmediate(prefabRoot);
            PrefabManagementWindow.Get().RepaintOctave3DWindow();

            return(createdPrefab);
        }
        private void ExtractAllValidPrefabsInDroppedFolder()
        {
            List <GameObject> validUnityPrefabs = ProjectAssetDatabase.LoadAllValidPrefabsInFolder(FolderPath, _extractPrefabsInSubfolders, true);

            _validPrefabs = PrefabFactory.Create(validUnityPrefabs);
        }