Ejemplo n.º 1
0
        public void ExportLocation(string locationXmlAssetPath, string locationSoAssetPath, int minimapSize, Camera minimapCamera, float minimapCameraHeight, string _minimapAssetFolder)
        {
            //we export as old xml assets, and new so-based assets with the same data
            #if UNITY_EDITOR
            materialLinks = new Dictionary <int, NameLinkPath>();
            textureLinks  = new Dictionary <int, NameLinkPath>();
            meshLinks     = new Dictionary <int, NameLinkPath>();
            shaderLinks   = new Dictionary <int, NameLinkPath>();
            string locationName = "location_" + u.ToString() + "_" + v.ToString();
            string assetPath    = locationXmlAssetPath + locationName + ".xml";

            //create so
            LocationDataSO locationSO = ScriptableObjectUtility.CreateAsset <LocationDataSO>(locationSoAssetPath, locationName);
            locationSO.items = new List <ItemSO>();

            LocationData location = new LocationData
            {
                transform = new TransformData(gameObject.transform), items = new List <ItemData>()
            };

            ExportOneObject(gameObject, location.items, locationSO.items);

            string minimapName       = "minimap_" + u.ToString() + "_" + v.ToString();
            string minimapBundlePath = "minimaps/" + minimapName;
            if (locationMinimap == null)
            {
                minimapAssetFolder = _minimapAssetFolder;
                CreateMinimap(minimapSize, minimapCamera, minimapCameraHeight);
            }
            MinimapData mData = new MinimapData {
                link = minimapBundlePath, name = locationMinimap.name
            };
            location.minimap = mData;

            //also to so
            locationSO.minimapName = locationMinimap.name;
            locationSO.minimapLink = minimapBundlePath;

            //and transform
            locationSO.position = gameObject.transform.position;
            locationSO.rotation = gameObject.transform.rotation;
            locationSO.scale    = gameObject.transform.lossyScale;

            //save so
            EditorUtility.SetDirty(locationSO);

            location.Save(assetPath);
            AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate);

            //add location asset to the bundle
            AssetImporter.GetAtPath(assetPath).SetAssetBundleNameAndVariant("locations/" + locationName, "");
            AssetImporter.GetAtPath(locationSoAssetPath + locationName + ".asset").SetAssetBundleNameAndVariant("locations_so/" + locationName, "");
            AssetImporter.GetAtPath(minimapAssetPath).SetAssetBundleNameAndVariant(minimapBundlePath, "");
            #endif
        }
Ejemplo n.º 2
0
        public void ExportLocation(string locationAssetPath, int minimapSize, Camera minimapCamera, float minimapCameraHeight, string _minimapAssetFolder)
        {
            #if UNITY_EDITOR
            materialLinks = new Dictionary <int, NameLinkPath>();
            textureLinks  = new Dictionary <int, NameLinkPath>();
            meshLinks     = new Dictionary <int, NameLinkPath>();
            shaderLinks   = new Dictionary <int, NameLinkPath>();

            LocationData location = new LocationData
            {
                transform = new TransformData(gameObject.transform), items = new List <ItemData>()
            };

            ExportOneObject(gameObject, location.items);

            string minimapName       = "minimap_" + u.ToString() + "_" + v.ToString();
            string minimapBundlePath = "minimaps/" + minimapName;
            if (locationMinimap == null)
            {
                minimapAssetFolder = _minimapAssetFolder;
                CreateMinimap(minimapSize, minimapCamera, minimapCameraHeight);
            }
            MinimapData mData = new MinimapData {
                link = minimapBundlePath, name = locationMinimap.name
            };
            location.minimap = mData;

            string locationName = "location_" + u.ToString() + "_" + v.ToString();
            string assetPath    = locationAssetPath + locationName + ".xml";
            location.Save(assetPath);
            AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate);

            //add location asset to the bundle
            AssetImporter.GetAtPath(assetPath).SetAssetBundleNameAndVariant("locations/" + locationName, "");

            AssetImporter.GetAtPath(minimapAssetPath).SetAssetBundleNameAndVariant(minimapBundlePath, "");
            #endif
        }