Beispiel #1
0
        public virtual void RequestRoomModel()
        {
            string roomName = UWB_Texturing.Config.RoomObject.GameObjectName;
            //string roomBundleDirectory = Config.AssetBundle.Current.CompileAbsoluteBundleDirectory();
            string roomBundleDirectory = Config.Current.AssetBundle.CompileAbsoluteAssetDirectory();
            int    roomBundlePort      = Config.Ports.RoomBundle;

#if !UNITY_WSA_10_0
            SocketClient_PC.RequestFiles(roomBundlePort, roomBundleDirectory);
#elif !UNITY_EDITOR && UNITY_WSA_10_0
            SocketClient_Hololens.RequestFiles(roomBundlePort, roomBundleDirectory);
#endif
            RoomManager.UpdateRoomBundle(roomName);
        }
Beispiel #2
0
        public static void ExportRoom(int targetID)
        {
            //Debug.Log("Export Room entered");
            ////string destinationDirectory = Config.AssetBundle.PC.CompileAbsoluteBundleDirectory();

            ////UWB_Texturing.BundleHandler.PackFinalRoomBundle(destinationDirectory, BuildTarget.StandaloneWindows);  // MUST INCORPORATE CODE THAT WILL ANALYZE TARGET ID/TARGET AND SET CORRECT BUILDTARGET FOR PACKING AND SENDING ASSET BUNDLE
            //string bundleName = UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename();
            //string bundlePath = Config.AssetBundle.PC.CompileAbsoluteBundlePath(Config.AssetBundle.PC.CompileFilename(bundleName)); // MUST INCORPORATE CODE THAT WILL ANALYZE TARGET ID/TARGET AND SET CORRECT BUILDTARGET FOR PACKING AND SENDING ASSET BUNDLE

            //Debug.Log("bundlename = " + bundleName);
            //Debug.Log("bundle path = " + bundlePath);

            //int finalRoomBundlePort = Config.Ports.RoomBundle;
            //////Launcher.SendAssetBundle(targetID, bundlePath, finalRoomBundlePort);
            ////Launcher launcher = Launcher.GetLauncherInstance();
            ////launcher.SendRoomModel(targetID);

            //////Debug.Log("bundle sent");

            //////PhotonPlayer.Find(targetID);

            //////Debug.Log("Photon Player found");

            //////photonView.RPC("ReceiveRoomModel", PhotonPlayer.Find(targetID), IPManager.CompileNetworkConfigString(finalRoomBundlePort));


            //string filepath = Config.AssetBundle.Current.CompileAbsoluteBundlePath(UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename());
            string filepath       = Config.Current.AssetBundle.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename());
            int    roomBundlePort = Config.Ports.RoomBundle_ClientToServer;

#if !UNITY_WSA_10_0
            SocketClient_PC.SendFile(ServerFinder.serverIP, roomBundlePort, filepath);
            Debug.Log("Exporting raw room resources not currently implemented correctly! Doesn't consider target ID and just sends to master");
#elif !UNITY_EDITOR && UNITY_WSA_10_0
            SocketClient_Hololens.SendFile(ServerFinder.serverIP, roomBundlePort, filepath);
#endif
        }