Example #1
0
        private static void SearchMotion(RuntimeAnimatorController animator, UnityEditor.Animations.AnimatorStateMachine stateMachine, AssetData assetData)
        {
            var stateCount = 0;

            if (isUnity41)
            {
                stateCount = (int)stateMachine.GetType().GetMethod("GetStateCount").Invoke(stateMachine, new object[0]);
            }
            else
            {
                stateCount =
                    (int)stateMachine.GetType().GetProperty("stateCount").GetValue(stateMachine, new object[0]);
            }
            for (var k = 0; k < stateCount; k++)
            {
                var state      = stateMachine.states[k];
                var parameters = new object[0];
                var types      = new Type[0];
                if (isUnity41)
                {
                    ArrayUtility.Add(ref parameters, 0);
                    ArrayUtility.Add(ref types, typeof(int));
                }
                var motion = state.GetType().GetMethod("GetMotion", types).Invoke(state, parameters) as Motion;
                if (motion)
                {
                    SearchBlendTreeMotion(animator, motion, assetData);
                }
            }
        }
Example #2
0
        public static void Build(string[] assetPaths, Action <AssetData[]> callback = null)
        {
            var result = new AssetData[0];

            for (var i = 0; i < assetPaths.Length; i++)
            {
                var assetPath = assetPaths[i];
                var assetData = new AssetData
                {
                    path = assetPath,
                    guid = AssetDatabase.AssetPathToGUID(assetPath)
                };

                var progress = (float)i / assetPaths.Length;
                switch (Path.GetExtension(assetPath))
                {
                case ".prefab":
                {
                    DisplayProgressBar(assetData.path, progress);
                    var prefab = AssetDatabase.LoadAssetAtPath(assetPath, typeof(GameObject)) as GameObject;

                    var go = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
                    go.hideFlags = HideFlags.HideAndDontSave;

                    SearchGameObject(go, assetData);
                    Object.DestroyImmediate(go);
                }
                break;

                case ".unity":
                    DisplayProgressBar(assetData.path, progress);
                    if (EditorApplication.OpenScene(assetPath))
                    {
                        foreach (GameObject go in Object.FindObjectsOfType(typeof(GameObject)))
                        {
                            SearchGameObject(go, assetData, true);
                        }
                    }
                    break;

                case ".controller":
                    var animator =
                        (RuntimeAnimatorController)
                        AssetDatabase.LoadAssetAtPath(assetPath, typeof(RuntimeAnimatorController));
                    var layerCount = 0;
                    if (isUnity41)
                    {
                        layerCount = (int)animator.GetType().GetMethod("GetLayerCount").Invoke(animator, new object[0]);
                    }
                    else
                    {
                        PropertyInfo info = animator.GetType().GetProperty("layerCount");
                        if (info != null)
                        {
                            layerCount = (int)info.GetValue(animator, new object[0]);
                        }
                    }
                    for (var j = 0; j < layerCount; j++)
                    {
                        UnityEditor.Animations.AnimatorStateMachine stateMachine = null;

                        if (isUnity41)
                        {
                            stateMachine =
                                (UnityEditor.Animations.AnimatorStateMachine)
                                animator.GetType()
                                .GetMethod("GetLayerStateMachine")
                                .Invoke(animator, new object[] { j });
                        }
                        else
                        {
                            var layer =
                                animator.GetType().GetMethod("GetLayer").Invoke(animator, new object[] { j });
                            stateMachine = (UnityEditor.Animations.AnimatorStateMachine)layer.GetType().GetProperty("stateMachine").GetValue(layer, new object[0]);
                        }
                        SearchMotion(animator, stateMachine, assetData);
                        var stateMachineCount = 0;
                        if (isUnity41)
                        {
                            stateMachineCount = (int)stateMachine.GetType().GetMethod("GetStateMachineCount").Invoke(stateMachine, new object[0]);
                        }
                        else
                        {
                            stateMachineCount =
                                (int)stateMachine.GetType().GetProperty("stateMachineCount").GetValue(stateMachine, new object[0]);
                        }

                        for (var s = 0; s < stateMachineCount; s++)
                        {
                            SearchMotion(animator, stateMachine.stateMachines[s].stateMachine, assetData);
                        }
                    }
                    break;

                case ".mat":

                    var material = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Material)) as Material;

                    AddAttachedAsset(material, material.shader, assetData, false);

                    var propertyCount = ShaderUtil.GetPropertyCount(material.shader);

                    for (var j = 0; j < propertyCount; j++)
                    {
                        if (ShaderUtil.GetPropertyType(material.shader, j) != ShaderUtil.ShaderPropertyType.TexEnv)
                        {
                            continue;
                        }
                        var propertyName = ShaderUtil.GetPropertyName(material.shader, j);
                        AddAttachedAsset(material, material.GetTexture(propertyName), assetData, false);
                    }
                    break;

                default:
                    SearchFieldAndProperty(AssetDatabase.LoadAssetAtPath(assetPath, typeof(Object)), assetData);
                    break;
                }
                ArrayUtility.Add(ref result, assetData);
            }
            callback(result);
            depths.Clear();
            EditorUtility.ClearProgressBar();
        }