Exemple #1
0
        // Swap assets, replace prefabs, gather levels of detail, add colliders
        static void AssembleComplete(List <GameObject> completeModels, List <GameObject> assembledModels)
        {
            try {
                AssetDatabase.StartAssetEditing();
                foreach (var model in completeModels)
                {
                    // IMPORTANT: All assets used by models are gathered inside an adjacent folders with the same name
                    var searchPath = AssetDatabase.GetAssetPath(model);
                    searchPath = searchPath.Substring(0, searchPath.Length - ".prefab".Length);

                    // Swap assets for copies created when combining partial models
                    // NOTE: Modifications will not alter original assets, since copies are now being used
                    var gatherer = new GatherAssets.AssetGatherer(searchPath);
                    gatherer.SwapAssets(model);

                    // Configure the complete model
                    AutoLOD.ApplyTo(model);
                    AutoStatic.ApplyTo(model);
                    AutoColliders.ApplyTo(model);
                    //Debug.Log($"Configured prefab: {prefabPath}");
                }
            } finally {
                AssetDatabase.StopAssetEditing();
                AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
            }

            // IMPORTANT: ReplacePrefabs needs to create placeholders, which cannot occur during AssetDatabase editing
            foreach (var model in completeModels)
            {
                // IMPORTANT: Assembled models will contain only prefabs inside an adjacent folder with the same name
                // NOTE: Constituent models may contain other constituent models, so search should begin adjacent
                var prefabPath = AssetDatabase.GetAssetPath(model);
                prefabPath = prefabPath.Substring(0, prefabPath.Length - ".prefab".Length);
                var isAssembledModel = !prefabPath.Substring(importPath.Length).Contains("/");
                if (!isAssembledModel)
                {
                    prefabPath = prefabPath.Substring(0, prefabPath.LastIndexOf('/'));
                }
                ReplacePrefabs.ApplyTo(model, prefabPath);

                // Only create scenes from prefabs in RePort
                if (isAssembledModel)
                {
                    assembledModels.Add(model);
                }
            }
        }
Exemple #2
0
        // Combines partial models (meshes and levels of detail and prefab places) into complete models
        static void CombinePartial(Dictionary <string, List <GameObject> > partialModels, List <GameObject> completeModels)
        {
            // Find or make a merged prefab for each folder in the path
            // IMPORTANT: This must be done BEFORE ReplacePrefabs.ApplyTo()
            // so that prefabs can be linked immediately and updated subsequently.
            // NOTE: Existing merged prefabs will be updated by new imports
            var mergedPrefabs = new Dictionary <string, GameObject>();

            foreach (var path in partialModels.Keys)
            {
                // IMPORTANT: this will not create an importPath named RePort,
                // since importPath ends with '/' which is not included in path.
                if (!path.StartsWith(importPath))
                {
                    continue;
                }
                CreateMerged(path, mergedPrefabs);
            }
            AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);

            try {
                AssetDatabase.StartAssetEditing();
                // Merge prefab consistuents and copy assets
                // NOTE: If new constituents are added or updated they will be merged into existing model.
                // NOTE: If additional prefabs are added they will replace placeholders
                // in the merged model, which will persist through the merge and configure process.
                foreach (var item in mergedPrefabs)
                {
                    if (partialModels.ContainsKey(item.Key))
                    {
                        MergeModels.ApplyTo(item.Value, partialModels[item.Key].ToArray());
                    }
                    // Assets will be gathered in folder adjacent to merged model
                    // IMPORTANT: Constituent prefabs will maintain independent asset copies.
                    var gatherer = new GatherAssets.AssetGatherer(item.Key);
                    gatherer.CopyAssets(item.Value);
                    completeModels.Add(item.Value);
                    //Debug.Log($"Gathered assets from {item.Value.name} to {item.Key}");
                }
            } finally {
                AssetDatabase.StopAssetEditing();
                AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
            }
        }