Example #1
0
        private void OnGUI()
        {
            RLDApp rldApp = RLDApp.Get;

            if (rldApp == null)
            {
                return;
            }

            DynamicConvertSettings settings = rldApp.DynamicConvertSettings;

            settings.RenderEditorGUI(rldApp);

            _prefabFolderDropHandler.Handle(Event.current, settings.PrefabFolderDropRect);

            const float btnWidth = 110.0f;
            GUIContent  content  = new GUIContent();

            EditorGUILayout.BeginHorizontal();
            content.text    = "Convert scene";
            content.tooltip = "Converts the obejcts in the scene. Note: Only the objects which are of a convertable type will be converted.";
            if (GUILayout.Button(content, GUILayout.Width(btnWidth)))
            {
                ConvertScene(settings);
            }

            content.text    = "Convert prefabs";
            content.tooltip = "Converts the prefabs in the specified folder. Note: Only the prefabs which are of a convertable type will be converted.";
            if (GUILayout.Button(content, GUILayout.Width(btnWidth)))
            {
                ConvertPrefabs(settings);
            }
            EditorGUILayout.EndHorizontal();
        }
Example #2
0
        private void ConvertPrefabs(DynamicConvertSettings settings)
        {
            if (string.IsNullOrEmpty(settings.PrefabFolder))
            {
                return;
            }

            List <GameObject> allPrefabs = AssetDatabaseEx.LoadPrefabsInFolder(settings.PrefabFolder, settings.ProcessPrefabSubfolders, true);

            foreach (GameObject prefab in allPrefabs)
            {
                if (prefab.HierarchyHasObjectsOfType(settings.ConvertableObjectTypes))
                {
                    prefab.SetStatic(false, true);
                }
            }

            EditorUtility.DisplayDialog("Done", "Prefabs were successfully converted!", "Ok");
        }
Example #3
0
        private void ConvertScene(DynamicConvertSettings settings)
        {
            Scene activeScene = SceneManager.GetActiveScene();

            if (activeScene.rootCount == 0)
            {
                return;
            }

            List <GameObject> sceneRoots = new List <GameObject>(activeScene.rootCount);

            activeScene.GetRootGameObjects(sceneRoots);

            foreach (GameObject root in sceneRoots)
            {
                if (root.HierarchyHasObjectsOfType(settings.ConvertableObjectTypes))
                {
                    root.SetStatic(false, true);
                }
            }

            RLDApp.Get.gameObject.SetStatic(true, true);
            EditorUtility.DisplayDialog("Done", "Scene objects were successfully converted!", "Ok");
        }