Beispiel #1
0
        void OnPreprocessAsset()
        {
            bool isVFX = VisualEffectAssetModicationProcessor.HasVFXExtension(assetPath);

            if (isVFX)
            {
                VisualEffectResource resource = VisualEffectResource.GetResourceAtPath(assetPath);
                if (resource == null)
                {
                    return;
                }

                resource.GetOrCreateGraph().SanitizeForImport();
            }
        }
Beispiel #2
0
        void OnPreprocessAsset()
        {
            bool isVFX = VisualEffectAssetModicationProcessor.HasVFXExtension(assetPath);

            if (isVFX)
            {
                VisualEffectResource resource = VisualEffectResource.GetResourceAtPath(assetPath);
                if (resource == null)
                {
                    return;
                }
                VFXGraph graph = resource.graph as VFXGraph;
                if (graph != null)
                {
                    graph.SanitizeForImport();
                }
                else
                {
                    Debug.LogError("VisualEffectGraphResource without graph");
                }
            }
        }
Beispiel #3
0
        static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
        {
            List <string> assetToReimport = null;

#if VFX_HAS_TIMELINE
            UnityEditor.VFX.Migration.ActivationToControlTrack.SanitizePlayable(importedAssets);
#endif

            foreach (var assetPath in importedAssets)
            {
                bool isVFX = VisualEffectAssetModicationProcessor.HasVFXExtension(assetPath);
                if (isVFX)
                {
                    VisualEffectResource resource = VisualEffectResource.GetResourceAtPath(assetPath);
                    if (resource == null)
                    {
                        continue;
                    }
                    VFXGraph graph = resource.GetOrCreateGraph(); //resource.graph should be already != null at this stage but GetOrCreateGraph is also assigning the visualEffectResource. It's required for UpdateSubAssets
                    if (graph != null)
                    {
                        bool wasGraphSanitized = graph.sanitized;

                        try
                        {
                            graph.SanitizeForImport();
                            if (!wasGraphSanitized && graph.sanitized)
                            {
                                assetToReimport ??= new List <string>();
                                assetToReimport.Add(assetPath);
                            }
                        }
                        catch (Exception exception)
                        {
                            Debug.LogErrorFormat("Exception during sanitization of {0} : {1}", assetPath, exception);
                        }

                        var window = VFXViewWindow.GetWindow(graph, false, false);
                        if (window != null)
                        {
                            window.UpdateTitle(assetPath);
                        }
                    }
                    else
                    {
                        Debug.LogErrorFormat("VisualEffectGraphResource without graph : {0}", assetPath);
                    }
                }
            }

            //Relaunch previously skipped OnCompileResource
            if (assetToReimport != null)
            {
                foreach (var assetPath in assetToReimport)
                {
                    try
                    {
                        AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate);
                    }
                    catch (Exception exception)
                    {
                        Debug.LogErrorFormat("Exception during reimport of {0} : {1}", assetPath, exception);
                    }
                }
            }
        }