private void ReadFromDB(List <BlockData> blockDatas, List <BlockDataGroup> dataGoups)
    {
        foreach (BlockData blockData in blockDatas)
        {
            BlockDataGroup blockGroup = dataGoups.Find(s => s.modelName.Equals(blockData.model));
            if (blockGroup == null)
            {
                blockGroup            = new BlockDataGroup();
                blockGroup.modelName  = blockData.model;
                blockGroup.type       = blockData.type;
                blockGroup.size       = blockData.size;
                blockGroup.category   = (Category)Convert.ToInt32(Enum.Parse(typeof(Category), blockData.category, true));
                blockGroup.isAllColor = blockData.isAllColor;

                dataGoups.Add(blockGroup);
            }
            BlockDataItem dataItem = new BlockDataItem();
            dataItem.colorName    = blockData.color;
            dataItem.prefabName   = blockData.prefab;
            dataItem.material     = blockData.material;
            dataItem.materialHigh = blockData.material_high;
            dataItem.partnum      = blockData.partnum;
            blockGroup.AddBlockDataItem(dataItem);
        }
    }
Exemple #2
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        private void PrepareThumbExportElement(BlockDataGroup group, List <ThumbExportElement> elements)
        {
            if (!categoryToggles[(int)group.category])
            {
                return;
            }

            string prefabDir = BlockPath.Prefab(group.category, PolygonType.HIGH);

            int[] angle = mThumInfo.GetAngleOfModel(group.modelName);

            List <string> prefabs = new List <string>();

            if (!mColorToggles[0])
            {
                foreach (string color in group.GetColors())
                {
                    int indexOfColor = IndexOfColor(color);
                    if (indexOfColor >= 0 && mColorToggles[indexOfColor])
                    {
                        prefabs.AddRange(group.GetPrefabsByColor(color));
                    }
                }
            }
            else
            {
                prefabs.AddRange(group.GetPrefabs());
            }

            foreach (string prefab in prefabs)
            {
                BlockDataItem dataItem = group.GetItems().FirstOrDefault(s => s.prefabName == prefab);
                elements.Add(new ThumbExportElement()
                {
                    eulerAngle = new Vector3(angle[0], angle[1], angle[2]),
                    prefabPath = Path.Combine(prefabDir, prefab + ".prefab"),
                    modelName  = group.modelName,
                    material   = dataItem.material,
                    materialH  = dataItem.materialHigh,
                    category   = group.category,
                    light      = lightNames.Contains(dataItem.colorName) ? dataItem.colorName : "",
                });
            }
        }
Exemple #3
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        private void CreateThumbForGroups(List <BlockDataGroup> groups)
        {
            previewBlockGroup = null;

            if (groups.Count == 0)
            {
                EditorUtility.DisplayDialog("", "Nothing to export!!!", "OK");
                return;
            }

            if (string.IsNullOrEmpty(mSavePath))
            {
                EditorUtility.DisplayDialog("", "请指定保存路径!!!", "OK");
                return;
            }

            if (!string.Equals(SceneManager.GetActiveScene().name, "GenerateThumb"))
            {
                bool ok = EditorUtility.DisplayDialog("", "将打开场景:GenerateThumb,当前场景需要保存吗?", "保存", "舍弃");
                if (ok)
                {
                    EditorSceneManager.SaveOpenScenes();
                }
                EditorSceneManager.OpenScene("Assets/BlockEditor/Scenes/GenerateThumb.unity");
            }

            List <ThumbExportElement> elements = new List <ThumbExportElement>();

            groups.ForEach(group => PrepareThumbExportElement(group, elements));

            ThumbExportInfo info = new ThumbExportInfo();

            info.thumbs      = elements.ToArray();
            info.scaleFactor = screenScaleFactor;
            info.saveFolder  = mSavePath;

            PEThumbExporter exporter = GameObject.FindObjectOfType <PEThumbExporter>();

            exporter.SetExportInfo(info);

            FindObjectOfType <PEThumbExporter>().StartRender();
        }
Exemple #4
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        private void DrawItems()
        {
            scrollPos = GUILayout.BeginScrollView(scrollPos);
            foreach (var group in blockGroups)
            {
                if (!categoryToggles[(int)group.category])
                {
                    continue;
                }
                if (!group.modelName.ToLower().Contains(searchText.ToLower()))
                {
                    continue;
                }
                if (!mColorToggles[0] &&
                    !group.GetColors().Exists(color => IndexOfColor(color) >= 0 && mColorToggles[IndexOfColor(color)]))
                {
                    continue;
                }

                GUILayout.BeginHorizontal(EditorStyles.helpBox);
                GUILayout.Label(group.modelName, GUILayout.Width(250));

                DrawAngles(group.modelName);

                if (GUILayout.Button("Create Thumbs", GUILayout.Width(100)))
                {
                    CreateThumbForGroups(new List <BlockDataGroup>()
                    {
                        group
                    });
                }
                if (GUILayout.Button("Preview", GUILayout.Width(60)))
                {
                    previewBlockGroup = group;
                    PreviewThumb(group);
                }
                GUILayout.EndHorizontal();
            }
            GUILayout.EndScrollView();
        }
Exemple #5
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        private void PreviewThumb(BlockDataGroup group)
        {
//            string[] selectColors = mColorNames.Where((color, index) => mColorToggles[index]).ToArray();
//            if (selectColors.Length != 1 || mColorToggles[0])
//            {
//                EditorUtility.DisplayDialog("", "只能预览一个颜色!", "OK");
//                previewBlockGroup = null;
//                return;
//            }

            if (!string.Equals(SceneManager.GetActiveScene().name, "GenerateThumb"))
            {
                bool ok = EditorUtility.DisplayDialog("", "将打开场景:GenerateThumb,当前场景需要保存吗?", "保存", "舍弃");
                if (ok)
                {
                    EditorSceneManager.SaveOpenScenes();
                }
                EditorSceneManager.OpenScene("Assets/BlockEditor/Scenes/GenerateThumb.unity");
            }

            List <ThumbExportElement> elements = new List <ThumbExportElement>();

            PrepareThumbExportElement(group, elements);

            ThumbExportInfo info = new ThumbExportInfo();

            info.thumbs      = elements.ToArray();
            info.scaleFactor = screenScaleFactor;
            info.saveFolder  = mSavePath;

            PEThumbExporter exporter = GameObject.FindObjectOfType <PEThumbExporter>();

            exporter.SetExportInfo(info);

            FindObjectOfType <PEThumbExporter>().StartPreview();
        }
    public static GameObject CreateSinglePrefab(string prefabName, BlockDataGroup blockDataGroup, Category category, PolygonType polygonType, bool isTemp = false)
    {
        BlockDataItem dataItem = blockDataGroup.GetItems().FirstOrDefault(s => s.prefabName == prefabName);

        return(CreateSinglePrefab(prefabName, blockDataGroup.modelName, dataItem.material, dataItem.materialHigh, category, polygonType));
    }
    private static void CreatePrefabsWithDataGroup(List <BlockDataGroup> blockDataGroups, Category category, PolygonType polygonType)
    {
        string prefabDir = BlockPath.Prefab(category, polygonType);
        string fbxDir    = BlockPath.Fbx(category, polygonType);
        string matDir    = BlockPath.Material(category, polygonType);

        List <string> fbxErrors      = new List <string>();
        List <string> scaleErrors    = new List <string>();
        List <string> angleErrors    = new List <string>();
        List <string> materialErrors = new List <string>();

        for (int i = 0; i < blockDataGroups.Count; i++)
        {
            EditorUtility.DisplayProgressBar(string.Format("生成 {0} Prefabs", polygonType.ToString()), "正在生成,请稍后", i * 1.0f / blockDataGroups.Count);

            BlockDataGroup blockDataGroup = blockDataGroups[i];

            foreach (var dataItem in blockDataGroup.GetItems())
            {
                GameObject t = AssetDatabase.LoadAssetAtPath <GameObject>(fbxDir + "/" + blockDataGroup.modelName + ".fbx");

                if (t == null)
                {
                    if (!fbxErrors.Contains(blockDataGroup.modelName))
                    {
                        fbxErrors.Add(blockDataGroup.modelName);
                    }
                    continue;
                }

                GameObject block = GameObject.Instantiate(t);
                block.name = blockDataGroup.modelName;

                Animator animator = block.GetComponent <Animator>();
                if (animator != null)
                {
                    GameObject.DestroyImmediate(animator);
                }

                if (polygonType == PolygonType.LOW)
                {
                    AssignMaterials(block, dataItem.material, matDir, materialErrors);
                }
                else
                {
                    AssignMaterials(block, dataItem.materialHigh, matDir, materialErrors);
                    HighPolygonGenRefpoints(block, category);
                }

                if (!Directory.Exists(prefabDir))
                {
                    Directory.CreateDirectory(prefabDir);
                }

                PrefabUtility.CreatePrefab(prefabDir + "/" + dataItem.prefabName + ".prefab", block, ReplacePrefabOptions.ReplaceNameBased);

                if (block.transform.localScale != Vector3.one)
                {
                    if (!scaleErrors.Contains(blockDataGroup.modelName))
                    {
                        scaleErrors.Add(blockDataGroup.modelName);
                    }
                }
                if (block.transform.localEulerAngles != Vector3.zero)
                {
                    if (!angleErrors.Contains(blockDataGroup.modelName))
                    {
                        angleErrors.Add(blockDataGroup.modelName);
                    }
                }
                GameObject.DestroyImmediate(block);
            }
        }
        EditorUtility.ClearProgressBar();
        if (fbxErrors.Count > 0)
        {
            DisplayErrorDialog(polygonType.ToString() + " 找不到以下fbx\n", fbxErrors);
        }
        if (scaleErrors.Count > 0)
        {
            DisplayErrorDialog("以下fbx的默认scale不为1\n", scaleErrors);
        }
        if (angleErrors.Count > 0)
        {
            DisplayErrorDialog("以下fbx的默认角度不为0\n", angleErrors);
        }
        if (materialErrors.Count > 0)
        {
            DisplayErrorDialog("以下材质球没找到,请找何屹、唐蜜Check数据库文件\n", materialErrors);
        }

        EditorUtility.DisplayDialog("提示", string.Format("生成 {0} Prefab完成!", polygonType.ToString()), "确定");
    }