Example #1
0
        public override IEnumerable <AssetItem> Import(UFile rawAssetPath, AssetImporterParameters importParameters)
        {
            var outputAssets = new List <AssetItem>();

            if (!SpriteStudioXmlImport.SanityCheck(rawAssetPath))
            {
                importParameters.Logger.Error("Invalid xml file or some required files are missing.");
                return(null);
            }

            //pre-process models
            var    nodes = new List <SpriteStudioNode>();
            string modelName;

            if (!SpriteStudioXmlImport.ParseModel(rawAssetPath, nodes, out modelName))
            {
                importParameters.Logger.Error("Failed to parse Sprite Studio model.");
                return(null);
            }

            if (importParameters.IsTypeSelectedForOutput <SpriteStudioModelAsset>())
            {
                var model = new SpriteStudioModelAsset {
                    Source = rawAssetPath
                };
                foreach (var node in nodes)
                {
                    model.NodeNames.Add(node.Name);
                }
                outputAssets.Add(new AssetItem(modelName, model));
            }

            if (importParameters.IsTypeSelectedForOutput <SpriteStudioAnimationAsset>())
            {
                //pre-process anims
                var anims = new List <SpriteStudioAnim>();
                if (!SpriteStudioXmlImport.ParseAnimations(rawAssetPath, anims))
                {
                    importParameters.Logger.Error("Failed to parse Sprite Studio animations.");
                    return(null);
                }

                foreach (var studioAnim in anims)
                {
                    var anim = new SpriteStudioAnimationAsset {
                        Source = rawAssetPath, AnimationName = studioAnim.Name
                    };
                    outputAssets.Add(new AssetItem(modelName + "_" + studioAnim.Name, anim));
                }
            }

            return(outputAssets);
        }
        public override IEnumerable<AssetItem> Import(UFile rawAssetPath, AssetImporterParameters importParameters)
        {
            var outputAssets = new List<AssetItem>();

            if (!SpriteStudioXmlImport.SanityCheck(rawAssetPath))
            {
                importParameters.Logger.Error("Invalid xml file or some required files are missing.");
                return null;
            }

            //pre-process models
            var nodes = new List<SpriteStudioNode>();
            string modelName;
            if (!SpriteStudioXmlImport.ParseModel(rawAssetPath, nodes, out modelName))
            {
                importParameters.Logger.Error("Failed to parse Sprite Studio model.");
                return null;
            }

            if (importParameters.IsTypeSelectedForOutput<SpriteStudioModelAsset>())
            {
                var model = new SpriteStudioModelAsset { Source = rawAssetPath };
                foreach (var node in nodes)
                {
                    model.NodeNames.Add(node.Name);
                }
                outputAssets.Add(new AssetItem(modelName, model));
            }

            if (importParameters.IsTypeSelectedForOutput<SpriteStudioAnimationAsset>())
            {
                //pre-process anims
                var anims = new List<SpriteStudioAnim>();
                if (!SpriteStudioXmlImport.ParseAnimations(rawAssetPath, anims))
                {
                    importParameters.Logger.Error("Failed to parse Sprite Studio animations.");
                    return null;
                }

                foreach (var studioAnim in anims)
                {
                    var anim = new SpriteStudioAnimationAsset { Source = rawAssetPath, AnimationName = studioAnim.Name };
                    outputAssets.Add(new AssetItem(modelName + "_" + studioAnim.Name, anim));
                }    
            }

            return outputAssets;
        }