Beispiel #1
0
        // We have many independent requests on the ImportBehaviour so we can't take for granted it has been created yet.
        // However, if it has been created then use it.
        public static ImportBehaviour FindOrCreateImportBehaviour(string xmlPath)
        {
            string importName = ImportBehaviour.GetFilenameWithoutTiled2UnityExtension(xmlPath);

            // Try to find
            foreach (ImportBehaviour status in UnityEngine.Object.FindObjectsOfType <ImportBehaviour>())
            {
                if (String.Compare(status.ImportName, importName, true) == 0)
                {
                    return(status);
                }
            }

            // Couldn't find, so create.
            GameObject gameObject = new GameObject("__temp_tiled2unity_import");

#if !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_2 && !UNITY_4_3
            gameObject.transform.SetAsFirstSibling();
#endif

            ImportBehaviour importStatus = gameObject.AddComponent <ImportBehaviour>();
            importStatus.ImportName = importName;

            // Opening the XDocument itself can be expensive so start the progress bar just before we start
            importStatus.StartProgressBar(xmlPath);
            importStatus.XmlDocument = XDocument.Load(xmlPath);

            importStatus.numberOfElements = importStatus.XmlDocument.Element("Tiled2Unity").Elements().Count();
            importStatus.IncrementProgressBar(xmlPath);

            return(importStatus);
        }
        // We need to call this while the renderers on the model is having its material assigned to it
        // This is invoked for every submesh in the .obj wavefront mesh
        public Material FixMaterialForMeshRenderer(string objName, Renderer renderer)
        {
            string          xmlPath        = GetXmlImportAssetPath(objName);
            ImportBehaviour importBehavior = ImportBehaviour.FindOrCreateImportBehaviour(xmlPath);

            // The mesh to match
            string meshName = renderer.name;

            // Increment our progress bar
            importBehavior.IncrementProgressBar(String.Format("Assign material: {0}", meshName));

            // Find an assignment that matches the mesh renderer
            var      assignMaterials = importBehavior.XmlDocument.Root.Elements("AssignMaterial");
            XElement match           = assignMaterials.FirstOrDefault(el => el.Attribute("mesh").Value == meshName);

            if (match == null)
            {
                // The names of our meshes in the AssignMaterials elements may be wrong
                // This happened before when Unity replaced whitespace with underscore in our named meshes
                // That case is handled now, but there may be others
                StringBuilder builder = new StringBuilder();
                builder.AppendFormat("Could not find mesh named '{0}' for material matching\n", renderer.name);
                string choices = String.Join("\n  ", assignMaterials.Select(m => m.Attribute("mesh").Value).ToArray());
                builder.AppendFormat("Choices are:\n  {0}", choices);

                Debug.LogError(builder.ToString());
                return(null);
            }

            string materialName = match.Attribute("material").Value + ".mat";
            string materialPath = GetMaterialAssetPath(materialName);

            // Assign the material
            Material material = AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material)) as Material;

            if (material == null)
            {
                Debug.LogError(String.Format("Could not find material: {0}", materialName));
            }

            // Do we have an alpha color key?
            string htmlColor = ImportUtils.GetAttributeAsString(match, "alphaColorKey", "");

            if (!String.IsNullOrEmpty(htmlColor))
            {
                // Take for granted color is in the form '#RRGGBB'
                byte  r     = byte.Parse(htmlColor.Substring(1, 2), System.Globalization.NumberStyles.HexNumber);
                byte  g     = byte.Parse(htmlColor.Substring(3, 2), System.Globalization.NumberStyles.HexNumber);
                byte  b     = byte.Parse(htmlColor.Substring(5, 2), System.Globalization.NumberStyles.HexNumber);
                Color color = new Color32(r, g, b, 255);
                material.SetColor("_AlphaColorKey", color);
            }

            return(material);
        }
        // By the time this is called, our assets should be ready to create the map prefab
        public void MeshImported(string objPath)
        {
            string xmlPath = GetXmlImportAssetPath(objPath);

            ImportBehaviour importBehaviour = ImportBehaviour.FindOrCreateImportBehaviour(xmlPath);

            importBehaviour.IncrementProgressBar(String.Format("Create prefab: {0}", Path.GetFileNameWithoutExtension(GetPrefabAssetPath(objPath, false, null))));

            foreach (var xmlPrefab in importBehaviour.XmlDocument.Root.Elements("Prefab"))
            {
                CreatePrefab(xmlPrefab, objPath);
            }
        }
        // By the time this is called, our assets should be ready to create the map prefab
        public void MeshImported(string objPath)
        {
            // String the mesh type (.obj) from the path
            string objName = Path.GetFileNameWithoutExtension(objPath);

            // Get the XML file that this mesh came from
            string xmlPath = GetXmlImportAssetPath(objName);

            ImportBehaviour importBehaviour = ImportBehaviour.FindOrCreateImportBehaviour(xmlPath);

            importBehaviour.IncrementProgressBar(String.Format("Create prefab: {0}", Path.GetFileNameWithoutExtension(GetPrefabAssetPath(objName, false, null))));

            foreach (var xmlPrefab in importBehaviour.XmlDocument.Root.Elements("Prefab"))
            {
                CreatePrefab(xmlPrefab, objPath);
            }
        }
        // We need to call this while the renderers on the model is having its material assigned to it
        // This is invoked for every submesh in the .obj wavefront mesh
        public Material FixMaterialForMeshRenderer(string objName, Renderer renderer)
        {
            string          xmlPath        = GetXmlImportAssetPath(objName);
            ImportBehaviour importBehavior = ImportBehaviour.FindOrCreateImportBehaviour(xmlPath);

            // The mesh to match
            string meshName = renderer.name;

            // Increment our progress bar
            importBehavior.IncrementProgressBar(String.Format("Assign material: {0}", meshName));

            // Find an assignment that matches the mesh renderer
            var      assignMaterials = importBehavior.XmlDocument.Root.Elements("AssignMaterial");
            XElement match           = assignMaterials.FirstOrDefault(el => el.Attribute("mesh").Value == meshName);

            if (match == null)
            {
                // The names of our meshes in the AssignMaterials elements may be wrong
                // This happened before when Unity replaced whitespace with underscore in our named meshes
                // That case is handled now, but there may be others
                StringBuilder builder = new StringBuilder();
                builder.AppendFormat("Could not find mesh named '{0}' for material matching\n", renderer.name);
                string choices = String.Join("\n  ", assignMaterials.Select(m => m.Attribute("mesh").Value).ToArray());
                builder.AppendFormat("Choices are:\n  {0}", choices);

                Debug.LogError(builder.ToString());
                return(null);
            }

            string materialName = match.Attribute("material").Value + ".mat";
            string materialPath = GetMaterialAssetPath(materialName);

            // Assign the material
            Material material = AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material)) as Material;

            if (material == null)
            {
                Debug.LogError(String.Format("Could not find material: {0}", materialName));
            }

            return(material);
        }