Ejemplo n.º 1
0
    public void SetCloneObject(int nCloneIndex, GameObject prefab)
    {
        // 기존 것 삭제
        if (m_ChildObjects[nCloneIndex] != null)
        {
            Object.DestroyImmediate(m_ChildObjects[nCloneIndex]);
            m_ChildObjects[nCloneIndex]        = null;
            m_CloneThumbFilenames[nCloneIndex] = "";
        }

        // 새로운 차일드 등록
        if (prefab != null)
        {
            m_ChildObjects[nCloneIndex] = NgAsset.LoadPrefab(prefab, gameObject);
            NgObject.SetActiveRecursively(m_ChildObjects[nCloneIndex], true);
            m_ChildObjects[nCloneIndex].name = m_ChildObjects[nCloneIndex].name.Replace("(Clone)", "");

            // 사용된 prefab과 GameObject를 선택한다.
            FXMakerAsset.SetPingObject(prefab, m_ChildObjects[nCloneIndex]);

            // thumb 출력을 위해서 원본prefab의 guid를 저장해 둔다.
            m_CloneThumbFilenames[nCloneIndex] = NgAsset.GetPrefabThumbFilename(prefab);
        }
        FXMakerBackground.inst.SaveBackgroundPrefab();
    }
Ejemplo n.º 2
0
	public void SetCurrentEffectPrefab(GameObject setPrefab, GameObject effectRoot, bool bUpdateOnlyPrefab)
	{
		if (m_bApplicationQuit)
			return;

		if (IsStartTooMain() || setPrefab == null)
			return;

		m_OriginalEffectPrefab	= setPrefab;
		if (bUpdateOnlyPrefab)
			return;

		NcEffectBehaviour.PreloadTexture(setPrefab);

		m_OriginalEffectObject	= NgAsset.LoadPrefab(setPrefab, effectRoot);
		m_OriginalEffectObject.name = m_OriginalEffectObject.name.Replace("(Clone)", "(Original)");
		NgObject.SetActiveRecursively(m_OriginalEffectObject, false);

		if (IsLoadingProject() == false)
			FXMakerAsset.SetPingObject(m_OriginalEffectObject);

		// EffectHierarchy
		if (GetFXMakerHierarchy() != null)
			GetFXMakerHierarchy().ShowHierarchy(m_OriginalEffectObject);
		// Create ShowObject
		CreateCurrentInstanceEffect(true);
	}
Ejemplo n.º 3
0
    public void SetCloneObject(int nCloneIndex, GameObject prefab)
    {
        // 扁粮 巴 昏力
        if (m_ChildObjects[nCloneIndex] != null)
        {
            Object.DestroyImmediate(m_ChildObjects[nCloneIndex]);
            m_ChildObjects[nCloneIndex]        = null;
            m_CloneThumbFilenames[nCloneIndex] = "";
        }

        // 货肺款 瞒老靛 殿废
        if (prefab != null)
        {
            m_ChildObjects[nCloneIndex] = NgAsset.LoadPrefab(prefab, gameObject);
            NgObject.SetActiveRecursively(m_ChildObjects[nCloneIndex], true);
            m_ChildObjects[nCloneIndex].name = m_ChildObjects[nCloneIndex].name.Replace("(Clone)", "");

            // 荤侩等 prefab苞 GameObject甫 急琶茄促.
            FXMakerAsset.SetPingObject(prefab, m_ChildObjects[nCloneIndex]);

            // thumb 免仿阑 困秦辑 盔夯prefab狼 guid甫 历厘秦 敌促.
            m_CloneThumbFilenames[nCloneIndex] = NgAsset.GetPrefabThumbFilename(prefab);
        }
        FXMakerBackground.inst.SaveBackgroundPrefab();
    }
Ejemplo n.º 4
0
    void ResizePrefab(string assetPath)
    {
        GameObject loadPrefab = NgAsset.LoadPrefab(assetPath);

        loadPrefab.transform.localScale *= m_fScale;
        AssetDatabase.SaveAssets();
        AssetDatabase.SaveAssets();
    }
Ejemplo n.º 5
0
    void CreatePrefab(NgAsset.ObjectNode modelNode)
    {
        string     targetPath = NgFile.CombinePath("Assets/" + m_tarPrefabPath, NgFile.GetFilename(modelNode.m_AssetPath) + ".prefab");
        GameObject loadPrefab = NgAsset.LoadPrefab(targetPath);

        if (loadPrefab != null)
        {
            // 있으면 pass
            return;
        }
        PrefabUtility.CreatePrefab(targetPath, (GameObject)modelNode.m_Object);
        AssetDatabase.SaveAssets();
        AssetDatabase.SaveAssets();
    }
	void SaveCurrentObjectToPrefabFile()
	{
		if (m_nProjectIndex < 0)
			return;

		if (FXMakerEffect.inst.m_DefaultEmptyPrefab == null)
		{
			Debug.LogError("FXMakerMain.m_DefaultEmptyPrefab is null");
			return;
		}

		string dstPath = NgFile.CombinePath(m_LoadDirectory, m_SaveFilename + ".prefab");

		dstPath = NgAsset.CreateDefaultUniquePrefab(FXMakerEffect.inst.m_DefaultEmptyPrefab, dstPath);

		GameObject			newPrefab	= NgAsset.LoadPrefab(dstPath);
		PrefabUtility.ReplacePrefab(m_SelectedTransform.gameObject, newPrefab);
		FXMakerAsset.AssetDatabaseSaveAssets();
	}
Ejemplo n.º 7
0
    public void ShowBackground(bool bShow)
    {
        for (int nIndex = 0; nIndex < m_ReferenceObjects.Length; nIndex++)
        {
            int nChildIndex = FXMakerBackground.m_CloneTypeCount + nIndex;

            // 기존 것 삭제
            if (m_ChildObjects[nChildIndex] != null)
            {
                Object.DestroyImmediate(m_ChildObjects[nChildIndex]);
                m_ChildObjects[nChildIndex] = null;
            }

            if (bShow && m_ReferenceObjects[nIndex] != null)
            {
                m_ChildObjects[nChildIndex]      = NgAsset.LoadPrefab(m_ReferenceObjects[nIndex], gameObject);
                m_ChildObjects[nChildIndex].name = m_ChildObjects[nChildIndex].name.Replace("(Clone)", "");
                NgObject.SetActiveRecursively(m_ChildObjects[nChildIndex], true);
            }
        }
    }
Ejemplo n.º 8
0
    void SetCurrentBackgroundInfo(GameObject setPrefab)
    {
        // clear current
        NgObject.RemoveAllChildObject(m_CurrentBackgroundRoot, true);
        if (m_CurrentBackgroundInfo != null)
        {
            DestroyImmediate(m_CurrentBackgroundInfo.gameObject);
        }

        if (setPrefab != null)
        {
            GameObject obj = NgAsset.LoadPrefab(setPrefab, m_CurrentBackgroundRoot);
            obj.name = obj.name.Replace("(Clone)", "(Original)");
            m_CurrentBackgroundInfo = obj.GetComponent <FxmInfoBackground>();
            m_CurrentBackgroundInfo.SetActive();
            if (FXMakerMain.inst.IsLoadingProject() == false)
            {
                FXMakerAsset.SetPingObject(setPrefab, m_CurrentBackgroundInfo);
            }

            FXMakerMain.inst.GetFXMakerMouse().UpdateCamera();
        }
    }
    void SaveCurveAniToPrefabFile()
    {
        if (m_nProjectIndex < 0)
        {
            return;
        }

        if (m_DefaultSavePrefab == null)
        {
            Debug.LogError("FxmFolderPopup_NcCurveAnimation.m_DefaultSavePrefab is null");
            return;
        }

        string dstPath = NgFile.CombinePath(m_LoadDirectory, m_NcCurveAni_FileKeyword + m_SaveFilename + ".prefab");

        dstPath = NgAsset.CreateDefaultUniquePrefab(m_DefaultSavePrefab, dstPath);

        GameObject       newPrefab = NgAsset.LoadPrefab(dstPath);
        NcCurveAnimation newCom    = newPrefab.AddComponent <NcCurveAnimation>();

        m_CurrentCurveAnimation.CopyTo(newCom, false);
        FXMakerAsset.AssetDatabaseSaveAssets();
    }