Beispiel #1
0
        /// <summary>
        /// Get the value of the existing child or the default value if the child is not present.
        /// </summary>

        public T GetChild <T> (string name, T defaultValue)
        {
            DataNode node = GetChild(name);

            if (node == null)
            {
                return(defaultValue);
            }
            return(node.Get <T>());
        }
Beispiel #2
0
        /// <summary>
        /// Deserialize a previously serialized renderer.
        /// </summary>

        static public void Deserialize(this Renderer ren, DataNode data)
        {
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7
            ren.castShadows = data.GetChild <bool>("castShadows", ren.castShadows);
#else
            DataNode cs = data.GetChild("castShadows");

            if (cs != null)
            {
                ren.shadowCastingMode = cs.Get <bool>() ?
                                        UnityEngine.Rendering.ShadowCastingMode.On :
                                        UnityEngine.Rendering.ShadowCastingMode.Off;
            }
            else
            {
                ren.shadowCastingMode = data.GetChild <UnityEngine.Rendering.ShadowCastingMode>("shadowCastingMode", ren.shadowCastingMode);
            }

            ren.reflectionProbeUsage = data.GetChild <UnityEngine.Rendering.ReflectionProbeUsage>("reflectionProbes", ren.reflectionProbeUsage);
#endif
            ren.receiveShadows = data.GetChild <bool>("receiveShadows", ren.receiveShadows);
#if UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3
            ren.useLightProbes = data.GetChild <bool>("useLightProbes", ren.useLightProbes);
#else
            var lpu = data.GetChild("lightProbeUsage");

            if (lpu != null)
            {
                ren.lightProbeUsage = (UnityEngine.Rendering.LightProbeUsage)lpu.Get <byte>((byte)ren.lightProbeUsage);
            }
            else
            {
                // Pre-Unity 5.4 format
                ren.lightProbeUsage = data.GetChild <bool>("useLightProbes", ren.lightProbeUsage != UnityEngine.Rendering.LightProbeUsage.Off) ?
                                      UnityEngine.Rendering.LightProbeUsage.BlendProbes : UnityEngine.Rendering.LightProbeUsage.Off;
            }
#endif

            DataNode matRoot = data.GetChild("Materials");

            if (matRoot != null && matRoot.children.size > 0)
            {
                Material[] mats = new Material[matRoot.children.size];

                for (int i = 0; i < matRoot.children.size; ++i)
                {
                    DataNode matNode = matRoot.children[i];
                    mats[i] = matNode.DeserializeMaterial();
                }
                ren.sharedMaterials = mats;
            }
        }
        /// <summary>
        /// Deserialize a previously serialized renderer.
        /// </summary>

        static public void Deserialize(this Renderer ren, DataNode data)
        {
#if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7
            ren.castShadows = data.GetChild <bool>("castShadows", ren.castShadows);
#else
            DataNode cs = data.GetChild("castShadows");

            if (cs != null)
            {
                ren.shadowCastingMode = cs.Get <bool>() ?
                                        UnityEngine.Rendering.ShadowCastingMode.On :
                                        UnityEngine.Rendering.ShadowCastingMode.Off;
            }
            else
            {
                ren.shadowCastingMode = data.GetChild <UnityEngine.Rendering.ShadowCastingMode>("shadowCastingMode", ren.shadowCastingMode);
            }

            ren.reflectionProbeUsage = data.GetChild <UnityEngine.Rendering.ReflectionProbeUsage>("reflectionProbes", ren.reflectionProbeUsage);
#endif
            ren.receiveShadows = data.GetChild <bool>("receiveShadows", ren.receiveShadows);
            ren.useLightProbes = data.GetChild <bool>("useLightProbes", ren.useLightProbes);

            DataNode matRoot = data.GetChild("Materials");

            if (matRoot != null && matRoot.children.size > 0)
            {
                Material[] mats = new Material[matRoot.children.size];

                for (int i = 0; i < matRoot.children.size; ++i)
                {
                    DataNode matNode = matRoot.children[i];
                    mats[i] = matNode.DeserializeMaterial();
                }
                ren.sharedMaterials = mats;
            }
        }
        /// <summary>
        /// Deserialize the texture that was previously serialized into the DataNode format.
        /// </summary>

        static public Texture DeserializeTexture(this DataNode node)
        {
            // First try the cache
            Texture tex = null;
            int     id  = node.Get <int>();

            if (id != 0 && mTextures.TryGetValue(id, out tex) && tex != null)
            {
                return(tex);
            }

            // If the texture's ID is unknown, make a dummy one and try going through cache again
            string name = node.GetChild <string>("name", "Unnamed");
            string path = node.GetChild <string>("path");

            if (id == 0)
            {
                id = (path + name).GetHashCode();
                if (mTextures.TryGetValue(id, out tex) && tex != null)
                {
                    return(tex);
                }
            }

            // Next try to load the texture
            if (!string.IsNullOrEmpty(path))
            {
                tex = UnityTools.Load <Texture>(path);

                if (tex != null)
                {
                    mTextures[id] = tex;
                    return(tex);
                }
            }

            // Lastly, create a new texture
            Texture2D t2 = new Texture2D(2, 2);

            t2.name = name;

            // Try to load the texture's data
            byte[] bytes = node.GetChild <byte[]>("bytes");

            if (bytes != null)
            {
                t2.LoadImage(bytes);
                t2.filterMode = (FilterMode)node.GetChild <int>("filter", (int)t2.filterMode);
                t2.wrapMode   = (TextureWrapMode)node.GetChild <int>("wrap", (int)t2.wrapMode);
                t2.anisoLevel = node.GetChild <int>("af", t2.anisoLevel);
                t2.Apply();
            }
            else
            {
#if UNITY_EDITOR
                Debug.LogWarning("Creating a dummy texture: " + t2.name, t2);
#endif
                t2.SetPixels(new Color[] { Color.clear, Color.clear, Color.clear, Color.clear });
                t2.Apply();
            }

            // Add it to cache
            tex           = t2;
            mTextures[id] = tex;
            return(tex);
        }
        /// <summary>
        /// Set the mesh from the specified DataNode.
        /// </summary>

        static public Mesh DeserializeMesh(this DataNode node)
        {
            Mesh mesh = null;
            int  id   = node.Get <int>();

            if (id != 0 && mCachedMeshes.TryGetValue(id, out mesh) && mesh != null)
            {
                return(mesh);
            }

            string name = node.GetChild <string>("name");
            string path = node.GetChild <string>("path");

            if (id == 0)
            {
                id = (path + name).GetHashCode();
                if (mCachedMeshes.TryGetValue(id, out mesh) && mesh != null)
                {
                    return(mesh);
                }
            }

            if (!string.IsNullOrEmpty(path))
            {
                mesh = UnityTools.Load <Mesh>(path, name);
#if UNITY_EDITOR
                if (mesh == null)
                {
                    Debug.LogWarning("Unable to find mesh '" + name + "' in " + path);
                }
#endif
            }
            else
            {
                mesh      = new Mesh();
                mesh.name = name;

                Vector3[] verts = node.GetChild <Vector3[]>("vertices");
                if (verts != null)
                {
                    mesh.vertices = verts;
                }

                Vector3[] normals = node.GetChild <Vector3[]>("normals");
                if (normals != null)
                {
                    mesh.normals = normals;
                }

                Vector2[] uv1 = node.GetChild <Vector2[]>("uv1");
                if (uv1 != null)
                {
                    mesh.uv = uv1;
                }

                Vector2[] uv2 = node.GetChild <Vector2[]>("uv2");
                if (uv2 != null)
                {
                    mesh.uv2 = uv2;
                }

                Vector4[] tangents = node.GetChild <Vector4[]>("tangents");
                if (tangents != null)
                {
                    mesh.tangents = tangents;
                }

                Color32[] colors = node.GetChild <Color32[]>("colors");
                if (colors != null)
                {
                    mesh.colors32 = colors;
                }

                BoneWeight[] weights = node.GetChild <BoneWeight[]>("weights");
                if (weights != null)
                {
                    mesh.boneWeights = weights;
                }

                Matrix4x4[] poses = node.GetChild <Matrix4x4[]>("poses");
                if (poses != null)
                {
                    mesh.bindposes = poses;
                }

                int[] triangles = node.GetChild <int[]>("triangles");
                if (triangles != null)
                {
                    mesh.triangles = triangles;
                }

                mesh.RecalculateBounds();
            }
            mCachedMeshes[id] = mesh;
            return(mesh);
        }
        /// <summary>
        /// Deserialize a previously serialized material.
        /// </summary>

        static public Material DeserializeMaterial(this DataNode matNode)
        {
            Material mat = null;
            int      id  = matNode.Get <int>();

            if (mMaterials.TryGetValue(id, out mat) && mat != null)
            {
                return(mat);
            }

            // Try to load this material
            string name = matNode.GetChild <string>("name", "Unnamed");
            string path = matNode.GetChild <string>("path");

            if (id == 0)
            {
                id = (path + name).GetHashCode();
                if (mMaterials.TryGetValue(id, out mat) && mat != null)
                {
                    return(mat);
                }
            }

            if (!string.IsNullOrEmpty(path))
            {
                mat = UnityTools.Load <Material>(path);

                if (mat != null)
                {
                    mMaterials[id] = mat;
                    return(mat);
                }
            }

            // Material can only be created if there is a shader to work with
            string shaderName = matNode.GetChild <string>("shader");
            Shader shader     = Shader.Find(shaderName);

            if (shader == null)
            {
                Debug.LogWarning("Shader '" + shaderName + "' was not found");
                shader = Shader.Find("Diffuse");
            }

            // Create a new material
            mat            = new Material(shader);
            mat.name       = name;
            mMaterials[id] = mat;

            // Restore material properties
            for (int b = 0; b < matNode.children.size; ++b)
            {
                DataNode prop = matNode.children[b];
                if (prop.name == "shader")
                {
                    continue;
                }

                if (prop.children.size != 0)
                {
                    Texture tex = prop.DeserializeTexture();

                    if (tex != null)
                    {
                        mat.SetTexture(prop.name, tex);
                        mat.SetTextureOffset(prop.name, prop.GetChild <Vector2>("offset"));
                        mat.SetTextureScale(prop.name, prop.GetChild <Vector2>("scale", Vector2.one));
                    }
                }
                else if (prop.value is Vector4)
                {
                    mat.SetVector(prop.name, prop.Get <Vector4>());
                }
                else if (prop.value is Color)
                {
                    mat.SetColor(prop.name, prop.Get <Color>());
                }
                else if (prop.value is float || prop.value is int)
                {
                    mat.SetFloat(prop.name, prop.Get <float>());
                }
            }
            return(mat);
        }