Ejemplo n.º 1
0
        private static void SaveDependencies(GetDepsFromContext context, ITypeMap typeMap, IAssetDB assetDB, string path)
        {
            object[] dependencies = context.Dependencies.ToArray();
            foreach (UnityObject dep in dependencies)
            {
                Type persistentType = typeMap.ToPersistentType(dep.GetType());
                if (persistentType != null)
                {
                    context.Dependencies.Clear();

                    IPersistentSurrogate persistentObject = (IPersistentSurrogate)Activator.CreateInstance(persistentType);
                    persistentObject.GetDepsFrom(dep, context);

                    SaveDependencies(context, typeMap, assetDB, path);
                }
            }

            foreach (UnityObject dep in dependencies)
            {
                if (dep is Component || dep is GameObject || !assetDB.IsDynamicResourceID(assetDB.ToID(dep)))
                {
                    continue;
                }

                string name = dep.name;
                if (string.IsNullOrWhiteSpace(name))
                {
                    name = dep.GetType().Name;
                }

                string uniqueAssetPath = AssetDatabase.GenerateUniqueAssetPath(string.Format("{0}/{1}.asset", path, name));
                AssetDatabase.CreateAsset(dep, uniqueAssetPath);
            }
        }
Ejemplo n.º 2
0
 protected void AddSurrogateDeps <T>(T obj, Func <T, IPersistentSurrogate> convert, GetDepsFromContext context)
 {
     if (obj != null)
     {
         IPersistentSurrogate surrogate = convert(obj);
         surrogate.GetDepsFrom(obj, context);
     }
 }
Ejemplo n.º 3
0
        protected void AddSurrogateDeps <T, V, T1, V1>(Dictionary <T, V> dict, Func <T, T1> convertKey, Func <V, V1> convertValue, GetDepsFromContext context)
        {
            if (dict == null)
            {
                return;
            }
            foreach (KeyValuePair <T, V> kvp in dict)
            {
                T obj = kvp.Key;

                IPersistentSurrogate surrogate = convertKey(obj) as IPersistentSurrogate;
                if (surrogate != null)
                {
                    surrogate.GetDepsFrom(obj, context);
                }

                surrogate = convertValue(kvp.Value) as IPersistentSurrogate;
                if (surrogate != null)
                {
                    surrogate.GetDepsFrom(obj, context);
                }
            }
        }
Ejemplo n.º 4
0
 protected void AddSurrogateDeps <T>(HashSet <T> objHs, Func <T, IPersistentSurrogate> convert, GetDepsFromContext context)
 {
     if (objHs == null)
     {
         return;
     }
     foreach (T obj in objHs)
     {
         if (obj != null)
         {
             IPersistentSurrogate surrogate = convert(obj);
             surrogate.GetDepsFrom(obj, context);
         }
     }
 }
Ejemplo n.º 5
0
 protected void AddSurrogateDeps <T>(List <T> objList, Func <T, IPersistentSurrogate> convert, GetDepsFromContext context)
 {
     if (objList == null)
     {
         return;
     }
     for (int i = 0; i < objList.Count; ++i)
     {
         T obj = objList[i];
         if (obj != null)
         {
             IPersistentSurrogate surrogate = convert(obj);
             surrogate.GetDepsFrom(obj, context);
         }
     }
 }
Ejemplo n.º 6
0
 protected void AddSurrogateDeps <T>(T[] objArray, Func <T, IPersistentSurrogate> convert, GetDepsFromContext context)
 {
     if (objArray == null)
     {
         return;
     }
     for (int i = 0; i < objArray.Length; ++i)
     {
         T obj = objArray[i];
         if (obj != null)
         {
             IPersistentSurrogate surrogate = convert(obj);
             surrogate.GetDepsFrom(obj, context);
         }
     }
 }
Ejemplo n.º 7
0
        private static void CreateAssetLibraryForScene(Scene scene, int index, AssetLibraryAsset asset, AssetFolderInfo folder, HashSet <UnityObject> hs)
        {
            TypeMap <long>    typeMap    = new TypeMap <long>();
            AssetDB           assetDB    = new AssetDB();
            RuntimeShaderUtil shaderUtil = new RuntimeShaderUtil();

            IOC.Register <ITypeMap>(typeMap);
            IOC.Register <IAssetDB>(assetDB);
            IOC.Register <IAssetDB <long> >(assetDB);
            IOC.Register <IRuntimeShaderUtil>(shaderUtil);

            PersistentRuntimeScene <long> rtScene = new PersistentRuntimeScene <long>();

            GetDepsFromContext ctx = new GetDepsFromContext();

            rtScene.GetDepsFrom(scene, ctx);

            Queue <UnityObject> depsQueue  = new Queue <UnityObject>(ctx.Dependencies.OfType <UnityObject>());
            GetDepsFromContext  getDepsCtx = new GetDepsFromContext();

            while (depsQueue.Count > 0)
            {
                UnityObject uo = depsQueue.Dequeue();
                if (!uo)
                {
                    continue;
                }

                Type persistentType = typeMap.ToPersistentType(uo.GetType());
                if (persistentType != null)
                {
                    getDepsCtx.Clear();

                    try
                    {
                        IPersistentSurrogate persistentObject = (IPersistentSurrogate)Activator.CreateInstance(persistentType);
                        persistentObject.GetDepsFrom(uo, getDepsCtx);
                    }
                    catch (Exception e)
                    {
                        Debug.LogError(e);
                    }

                    foreach (UnityObject dep in getDepsCtx.Dependencies)
                    {
                        if (!ctx.Dependencies.Contains(dep))
                        {
                            ctx.Dependencies.Add(dep);
                            depsQueue.Enqueue(dep);
                        }
                    }
                }
            }

            IOC.Unregister <IRuntimeShaderUtil>(shaderUtil);
            IOC.Unregister <ITypeMap>(typeMap);
            IOC.Unregister <IAssetDB>(assetDB);
            IOC.Unregister <IAssetDB <long> >(assetDB);

            CreateAssetLibrary(ctx.Dependencies.ToArray(), "Scenes/" + scene.name, "SceneAssetLibrary", index, asset, folder, hs);
        }