public static void ImportMSH()
    {
        string fileName = EditorUtility.OpenFilePanelWithFilters("Open Mesh File", "", new string[] { "SWBF2 Mesh File", "msh" });

        if (fileName == null || fileName.Length == 0)
        {
            return;
        }

        FileInfo file = new FileInfo(fileName);

        if (file.Exists)
        {
            GameObject msh = SWBF2Import.ImportMSH(file.FullName);

            if (msh != null)
            {
            }
            else
            {
                EditorUtility.DisplayDialog("Error", "Error while opening " + file.FullName, "ok");
            }
        }
        else
        {
            EditorUtility.DisplayDialog("Not found!", fileName + " could not be found!", "ok");
        }
    }
Exemple #2
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    private void OnGUI()
    {
        EditorGUIUtility.labelWidth = 250;

        scrollPos = EditorGUILayout.BeginScrollView(scrollPos);

        EditorGUILayout.Space();
        EditorGUILayout.Space();

        if (GUILayout.Button("Open *.wld File"))
        {
            worldFile = new FileInfo(EditorUtility.OpenFilePanelWithFilters("Open Battlefront 2 World", "", new string[] { "SWBF2 World (*.wld)", "wld" }));


            if (worldFile.Exists)
            {
                try {
                    world = WLD.LoadFromFile(worldFile.FullName);
                } catch (Exception ex) {
                    EditorUtility.DisplayDialog("Error", "Error: " + ex.Message, "ok");
                    world = null;
                    return;
                }

                layerSelected = new bool[world.Layers.Count];
            }
            else
            {
                EditorUtility.DisplayDialog("Not Found", worldFile.FullName + " could not be found!", "ok");
            }
        }

        EditorGUILayout.Space();

        string path = "";

        if (worldFile != null && worldFile.Exists)
        {
            path = worldFile.FullName;
        }

        EditorGUILayout.LabelField("Specify alternate MSH Directorys (Optional)", EditorStyles.boldLabel);
        for (int i = 0; i < altMshDirs.Length; i++)
        {
            altMshDirs[i] = EditorGUILayout.TextField("Alternate MSH Directory", altMshDirs[i]);
        }

        EditorGUILayout.Space();

        if (world != null)
        {
            EditorGUILayout.LabelField("WLD File", path);
            EditorGUILayout.Space();
            EditorGUILayout.Space();

            //Display Terrain Info
            EditorGUILayout.LabelField("Terrain Information", EditorStyles.boldLabel);

            if (world.Terrain != null)
            {
                EditorGUILayout.LabelField("Terrain Version", world.Terrain.Version.ToString());
                EditorGUILayout.LabelField("Terrain Size", world.Terrain.GridSize + "x" + world.Terrain.GridSize);
                EditorGUILayout.LabelField("Terrain Scale", world.Terrain.GridScale.ToString());
                EditorGUILayout.LabelField("Terrain Height Multiplier", world.Terrain.HeightMultiplier.ToString());
                importTerrain = EditorGUILayout.Toggle("Import Terrain", importTerrain);
                EditorGUILayout.Space();
            }
            else
            {
                EditorGUILayout.LabelField("No Terrain available!");
            }

            // Display Layer Selection
            EditorGUILayout.LabelField("Layers to import", EditorStyles.boldLabel);

            for (int i = 0; i < world.Layers.Count; i++)
            {
                layerSelected[i] = EditorGUILayout.Toggle(
                    world.Layers[i].Name + "  (" + world.Layers[i].WorldObjects.Count + ")",
                    layerSelected[i]
                    );
            }

            EditorGUILayout.Space();

            //Import Button
            if (GUILayout.Button("IMPORT"))
            {
                bool goOn = true;

                if (!AtLeastOneLayerSelected() && !importTerrain)
                {
                    EditorUtility.DisplayDialog("Nothing to import", "Nothing selected to import!", "OK");
                    goOn = false;
                }

                if (goOn)
                {
                    string[] mshDirs = new string[altMshDirs.Length + 4];

                    mshDirs[0] = worldFile.DirectoryName;
                    mshDirs[1] = worldFile.DirectoryName + "/PC";
                    mshDirs[2] = Directory.GetParent(worldFile.DirectoryName).FullName + "/msh";
                    mshDirs[3] = Directory.GetParent(worldFile.DirectoryName).FullName + "/msh/PC";

                    for (int i = 4; i < mshDirs.Length; i++)
                    {
                        mshDirs[i] = altMshDirs[i - 4];
                    }

                    SWBF2Import.ImportWLD(world, mshDirs, layerSelected, importTerrain);

                    //foreach (string s in LibSWBF2.Log.GetAllLines(LibSWBF2.LogType.Info))
                    //Debug.Log(s);
                }
            }
        }

        EditorGUILayout.EndScrollView();
    }
    private void OnGUI()
    {
        EditorGUIUtility.labelWidth = 250;

        scrollPos = EditorGUILayout.BeginScrollView(scrollPos);

        EditorGUILayout.Space();
        EditorGUILayout.Space();

        if (GUILayout.Button("Open *.wld File"))
        {
            string worldPath = EditorUtility.OpenFilePanelWithFilters("Open Battlefront 2 World", "", new string[] { "SWBF2 World (*.wld)", "wld" });

            if (worldPath == null || worldPath.Length == 0)
            {
                return;
            }

            worldFile = new FileInfo(worldPath);
            if (worldFile.Exists)
            {
                try {
                    world = WLD.LoadFromFile(worldFile.FullName);
                } catch (Exception ex) {
                    EditorUtility.DisplayDialog("Error", "Error: " + ex.Message, "ok");
                    world = null;
                    return;
                }

                layerSelected = new bool[world.Layers.Count];
            }
            else
            {
                EditorUtility.DisplayDialog("Not Found", worldFile.FullName + " could not be found!", "ok");
            }
        }

        EditorGUILayout.Space();

        string path = "";

        if (worldFile != null && worldFile.Exists)
        {
            path = worldFile.FullName;
        }

        EditorGUILayout.LabelField("Specify alternate MSH Directorys (Optional)", EditorStyles.boldLabel);
        EditorGUILayout.LabelField("The importer will look there for meshes it can't find in the worlds own msh folder.");
        EditorGUILayout.LabelField("This e.g. applies for health droids, command posts, etc.");
        EditorGUILayout.LabelField("Adapt the default paths below if necessary, or leave them empty:");
        for (int i = 0; i < altMshDirs.Length; i++)
        {
            string previous = altMshDirs[i];
            altMshDirs[i] = EditorGUILayout.TextField("Alternate MSH Directory", altMshDirs[i]);
            if (altMshDirs[i] != previous)
            {
                PlayerPrefs.SetString("SWBF2Import_AltDirs_" + i, altMshDirs[i]);
            }
        }

        EditorGUILayout.Space();

        if (world != null)
        {
            EditorGUILayout.LabelField("WLD File", path);
            EditorGUILayout.Space();
            EditorGUILayout.Space();

            //Display Terrain Info
            EditorGUILayout.LabelField("Terrain Information", EditorStyles.boldLabel);

            if (world.Terrain != null)
            {
                EditorGUILayout.LabelField("Terrain Version", world.Terrain.Version.ToString());
                EditorGUILayout.LabelField("Terrain Size", world.Terrain.GridSize + "x" + world.Terrain.GridSize);
                EditorGUILayout.LabelField("Terrain Scale", world.Terrain.GridScale.ToString());
                EditorGUILayout.LabelField("Terrain Height Multiplier", world.Terrain.HeightMultiplier.ToString());
                importTerrain = EditorGUILayout.Toggle("Import Terrain", importTerrain);
                EditorGUILayout.Space();
            }
            else
            {
                EditorGUILayout.LabelField("No Terrain available!");
            }

            // Display Layer Selection
            EditorGUILayout.LabelField("Layers to import", EditorStyles.boldLabel);

            for (int i = 0; i < world.Layers.Count; i++)
            {
                layerSelected[i] = EditorGUILayout.Toggle(
                    world.Layers[i].Name + "  (" + world.Layers[i].WorldObjects.Count + ")",
                    layerSelected[i]
                    );
            }

            EditorGUILayout.Space();

            //Import Button
            if (GUILayout.Button("IMPORT"))
            {
                if (SWBF2Import.DEFAULT_MATERIAL == null)
                {
                    EditorUtility.DisplayDialog("ERROR", "Please specify a default Material first in the Mesh Import Options!", "ok");
                    return;
                }

                bool goOn = true;

                if (!AtLeastOneLayerSelected() && !importTerrain)
                {
                    EditorUtility.DisplayDialog("Nothing to import", "Nothing selected to import! Select Terrain or at least one Layer to import!", "OK");
                    goOn = false;
                }

                if (goOn)
                {
                    string[] mshDirs = new string[4 + altMshDirs.Length];

                    mshDirs[0] = worldFile.DirectoryName;
                    mshDirs[1] = worldFile.DirectoryName + "/PC";
                    mshDirs[2] = Directory.GetParent(worldFile.DirectoryName).FullName + "/msh";
                    mshDirs[3] = Directory.GetParent(worldFile.DirectoryName).FullName + "/msh/PC";

                    for (int i = 0; i < altMshDirs.Length; i++)
                    {
                        mshDirs[i + 4] = altMshDirs[i];
                    }

                    SWBF2Import.ImportWLD(world, mshDirs, layerSelected, importTerrain);

                    //foreach (string s in LibSWBF2.Log.GetAllLines(LibSWBF2.LogType.Info))
                    //Debug.Log(s);
                }
            }
        }

        EditorGUILayout.EndScrollView();
    }