Exemple #1
0
    public static void ExportExchangeSequence()
    {
        UnityEngine.Object[] objs = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.DeepAssets);
        if (objs == null || objs.Length == 0)
        {
            Debug.LogError("no sequence selected");
            return;
        }

        BuildTarget buildTarget = EditorUserBuildSettings.activeBuildTarget;



        string exportPath = SequenceEditorUtils.PlatformPath(buildTarget);

        if (exportPath == null)
        {
            Debug.LogError("get export path error");
            return;
        }

        exportPath += "Sequence/";

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

        for (int m = 0, mcount = objs.Length; m < mcount; m++)
        {
            UnityEngine.Object obj = objs[m];
            GameObject         go  = (GameObject)UnityEngine.Object.Instantiate(obj);
            go.name = obj.name;
            Cutscene  sequencer = go.GetComponent <Cutscene>();
            MovieData moviedata = go.GetComponent <MovieData>();
            if (sequencer == null)
            {
                Debug.LogError("target is not sequence->" + go.name);
                return;
            }
            if (moviedata == null)
            {
                Debug.LogError("moviedata is null->" + go.name);
                return;
            }
            CheckOut(moviedata);
        }
    }
Exemple #2
0
    public static void ExportSequenceObj(UnityEngine.Object[] objs)
    {
        if (objs == null || objs.Length == 0)
        {
            Debug.LogError("no sequence selected");
            return;
        }

        BuildTarget buildTarget = EditorUserBuildSettings.activeBuildTarget;

        string exportPath = SequenceEditorUtils.PlatformPath(buildTarget);

        if (exportPath == null)
        {
            Debug.LogError("get export path error");
            return;
        }

        exportPath += "Sequence/";

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

        for (int m = 0, mcount = objs.Length; m < mcount; m++)
        {
            UnityEngine.Object obj       = objs[m];
            GameObject         go        = (GameObject)UnityEngine.Object.Instantiate(obj);
            Cutscene           sequencer = go.GetComponent <Cutscene>();
            MovieData          moviedata = go.GetComponent <MovieData>();
            if (sequencer == null)
            {
                Debug.LogError("target is not sequence->" + go.name);
                return;
            }
            string name  = go.name;
            int    index = name.IndexOf("(");
            if (index >= 0)
            {
                name = name.Substring(0, index);
            }

            SequenceData data = go.AddComponent <SequenceData>();
            data.cutscene  = sequencer;
            data.moviedata = moviedata;
            data.Cameras   = go.GetComponentsInChildren <Camera>();
            for (int j = 0; j < data.Cameras.Length; j++)
            {
                if (data.Cameras[j].name == "Main Camera")
                {
                    data.mainindex = j;
                }
            }

            UnityEngine.Object prefab = SequenceEditorUtils.GetPrefab(go, name);
            UnityEngine.Object.DestroyImmediate(go);

            BuildPipeline.BuildAssetBundle(prefab, null, exportPath + prefab.name, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets, buildTarget);
        }
    }