Exemple #1
0
 void LogObjectChildren(Transform objTransform)
 {
     Debug.Log(DbgFormatter.TranformPath(objTransform));
     for (var i = 0; i < objTransform.transform.childCount; i++)
     {
         LogObjectChildren(objTransform.transform.GetChild(i));
     }
 }
Exemple #2
0
        /// <summary>Finds a transform in the hirerachy by the provided path.</summary>
        /// <remarks>
        /// Every element of the path may specify an exact transform name or a partial match pattern:
        /// <list type="bullet">
        /// <item>
        /// <c>*</c> - any name matches. Such patterns can be nested to specify the desired level of
        /// nesting. E.g. <c>*/*/a</c> will look for name <c>a</c> in the grandchildren.
        /// </item>
        /// <item>
        /// <c>*</c> as a prefix - the name is matched by suffix. E.g. <c>*a</c> matches any name that
        /// ends with <c>a</c>.
        /// </item>
        /// <item>
        /// <c>*</c> as a suffix - the name is matched by prefix. E.g. <c>a*</c> matches any name that
        /// starts with <c>a</c>.
        /// </item>
        /// <item>
        /// <c>**</c> - any <i>path</i> matches. What will eventually be found depends on the pattern to
        /// the right of <c>**</c>. The path match pattern does a "breadth-first" search, i.e. it tries to
        /// find the shortest path possible. E.g. <c>**/a/b</c> will go through all the nodes starting
        /// from the parent until path <c>a/b</c> is found. Be careful with this pattern since in case of
        /// not matching anything it will walk thought the <i>whole</i> hirerachy.
        /// </item>
        /// </list>
        /// <para>
        /// All patterns except <c>**</c> may have a matching index. It can be used to resolve matches
        /// when there are multiple objects found with the same name and at the <i>same level</i>. E.g. if
        /// there are two objects with name "a" at the root level then the first one can be accessed by
        /// pattern <c>a:0</c>, and the second one by pattern <c>a:1</c>.
        /// </para>
        /// <para>
        /// Path search is <i>slow</i> since it needs walking though the hierarchy nodes. In the worst
        /// case all the nodes will be visited. Don't use this method in the performance demanding
        /// methods.
        /// </para>
        /// </remarks>
        /// <param name="parent">The transfrom to start looking from.</param>
        /// <param name="path">The path elements. All the special symbols must be unescaped.</param>
        /// <param name="defValue">
        /// An object to return if the path is not found. This situation will be treated as a danger, and
        /// a warning log record will be made.
        /// </param>
        /// <returns>Transform or <c>null</c> if nothing found.</returns>
        /// <example>
        /// Given the following hierarchy:
        /// <code lang="c++"><![CDATA[
        /// // a
        /// // + b
        /// // | + c
        /// // | | + c1
        /// // | | + d
        /// // | + c
        /// // |   + d
        /// // |     + e
        /// // |       + e1
        /// // + abc
        /// ]]></code>
        /// <para>The following pattern/output will be possible:</para>
        /// <code><![CDATA[
        /// // a/b/c/d/e/e1 => node "e1"
        /// // a/b/*/d/e/e1 => node "e1"
        /// // a/b/*/*/e/e1 => node "e1"
        /// // a/b/c/c1 => node "с1"
        /// // a/b/*:0 => branch "a/b/c/c1", node "c"
        /// // a/b/*:1 => branch "a/b/c/d/e/e1", node "c"
        /// // a/b/c:1/d => branch "a/b/c/d/e/e1", node "d"
        /// // **/e1 => node "e1"
        /// // **/c1 => node "c1"
        /// // **/c/d => AMBIGUITY! The first found branch will be taken
        /// // a/**/e1 => node "e1"
        /// // *bc => node "abc"
        /// // ab* => node "abc"
        /// // *b* => node "abc"
        /// ]]></code>
        /// </example>
        /// <seealso cref="UnescapeName"/>
        /// <include file="Unity3D_HelpIndex.xml" path="//item[@name='T:UnityEngine.Transform']/*"/>
        public static Transform FindTransformByPath(Transform parent, string[] path,
                                                    Transform defValue = null)
        {
            var obj = FindTransformByPathInternal(parent, path);

            if (obj == null && defValue != null)
            {
                HostedDebugLog.Warning(parent, "Cannot find path: {0}. Using a fallback: {1}",
                                       MakePath(path), DbgFormatter.TranformPath(defValue));
                return(defValue);
            }
            return(obj);
        }
Exemple #3
0
        void WaitAndApplyTweaks()
        {
            var roots = UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects();

            foreach (var root in roots)
            {
                if (logAllObjects)
                {
                    LogObjectChildren(root.transform);
                }
                foreach (var tweak in modelTweaks)
                {
                    var names        = tweak.modelNamePattern.Split('/');
                    var reducedNames = names.Skip(1).ToArray();
                    // Try first name part separately since the scene objects don't have a single root.
                    if (names[0] == "**")
                    {
                        reducedNames = names; // Try all children in the root.
                    }
                    else if (!Hierarchy.PatternMatch(names[0], root.transform.name))
                    {
                        continue;
                    }
                    var objTransform = Hierarchy.FindTransformByPath(root.transform, reducedNames);
                    if (objTransform != null)
                    {
                        Debug.LogFormat("Tweak '{0}' matched kerbal model: {1}",
                                        tweak.tweakName, DbgFormatter.TranformPath(objTransform));
                        tweak.itemNames.ToList().ForEach(x => {
                            var item = new TweakEquippableItem(x, tweak.matchMeshesBySuffix);
                            item.ApplyTweak(objTransform.gameObject);
                            sceneTweaks.Add(item);
                        });
                    }
                }
            }
        }