Exemple #1
0
        void GenerateThumbnails()
        {
            RenderTexture renderTexture = new RenderTexture(THUMBNAIL_WIDTH, THUMBNAIL_HEIGHT,
                                                            0, RenderTextureFormat.Default, RenderTextureReadWrite.Default);
            Camera renderCamera = new GameObject("~RenderCamera").AddComponent <Camera>();

            renderCamera.targetTexture   = renderTexture;
            renderCamera.clearFlags      = CameraClearFlags.SolidColor;
            renderCamera.backgroundColor = Color.clear;

            for (int categoryIndex = 0; categoryIndex < objects.Length; categoryIndex++)
            {
                List <KeyValuePair <string, LevelEditorObject> > category = objects[categoryIndex];
                for (int objectPairIndex = 0; objectPairIndex < category.Count; objectPairIndex++)
                {
                    KeyValuePair <string, LevelEditorObject> objectPair = category[objectPairIndex];
                    LevelEditorObject leObject = objectPair.Value;
                    GenerateThumbnail(renderCamera, leObject);
                }
            }

            renderCamera.targetTexture = null;
            MonoBehaviour.DestroyImmediate(renderTexture);
            MonoBehaviour.DestroyImmediate(renderCamera.gameObject);
        }
Exemple #2
0
        void GenerateThumbnail(Camera camera, LevelEditorObject leObject)
        {
            GameObject instance = InstantiateObjectHelper.InstantiateObject(leObject.Prefab);

            instance.transform.position = camera.transform.position + camera.transform.forward * 5.0f;
            camera.Render();

            RenderTexture.active = camera.targetTexture;
            Texture2D thumbmail = new Texture2D(THUMBNAIL_WIDTH, THUMBNAIL_HEIGHT);

            thumbmail.ReadPixels(new Rect(0, 0, THUMBNAIL_WIDTH, THUMBNAIL_HEIGHT), 0, 0);
            RenderTexture.active = null;

            leObject.SetThumbnail(thumbmail);

            byte[] encodedThumbnail = thumbmail.EncodeToPNG();
            string folderPath       = string.Format("{0}/{1}", Application.dataPath, THUMBNAILS_FOLDER_NAME);

            if (!System.IO.Directory.Exists(folderPath))
            {
                System.IO.Directory.CreateDirectory(folderPath);
            }
            string path = string.Format("{0}/{1}.png", folderPath, leObject.Name);

            System.IO.File.WriteAllBytes(path, encodedThumbnail);

            MonoBehaviour.DestroyImmediate(instance);
        }
Exemple #3
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        public GameObject ReconstructObject(LevelObjectDatabase database, ObjectData obj)
        {
            if (obj.Equals(default(ObjectData)))
            {
                Debug.LogError("Failed to deserialize object");
                return(null);
            }

            LevelEditorObject objData  = database.GetObject(obj.path);
            GameObject        instance = MonoBehaviour.Instantiate(objData.Prefab);

            instance.name = obj.path;
            instance.transform.position   = obj.position;
            instance.transform.rotation   = Quaternion.Euler(obj.rotation);
            instance.transform.localScale = obj.scale;
            return(instance);
        }
Exemple #4
0
        public void LoadLevelObjects()
        {
            // Get absolute path of level objects (for IO functions)
            string absolutePath = string.Format("{0}{1}", Application.dataPath,
                                                LEVELOBJECT_PATH);

            // Get all category names, which are just subfolders
            categoryNames      = Directory.GetDirectories(absolutePath);
            fancyCategoryNames = new string[categoryNames.Length];

            // Init array of categories (lists of objects)
            objects = new List <KeyValuePair <string, LevelEditorObject> > [categoryNames.Length];

            // For each category
            for (int i = 0; i < categoryNames.Length; i++)
            {
                // Trim down to just the folder name
                string folderPath = categoryNames[i];
                string folderName = new DirectoryInfo(folderPath).Name;
                categoryNames[i]      = folderName;
                fancyCategoryNames[i] = StringExtension.AddSpacesBetweenUpperCase(folderName);

                //Debug.Log(string.Format("Folder Name: {0}", folderName));

                // Get absolute and Resources-relative folder paths
                folderName += "/";
                var absFolderPath = string.Format("{0}{1}{2}",
                                                  Application.dataPath, LEVELOBJECT_PATH, folderName);
                var relFolderPath = string.Format("{0}{1}", LEVELOBJECT_PATH,
                                                  folderName);

                //Debug.Log(string.Format("Absolute Folder Path: {0}", absFolderPath));
                //Debug.Log(string.Format("Relative Folder Path: {0}", relFolderPath));

                // Get all .asset files within the folder
                var files = Directory.GetFiles(absFolderPath, "*.asset");

                //Debug.Log(string.Format("Found {0} asset files in folder.", files.Length));

                // Attempt to load all asset files
                foreach (string assetPath in files)
                {
                    LevelEditorObject asset = LoadAssetPath(assetPath, relFolderPath);
                    if (asset == null)
                    {
                        continue;
                    }
                    string assetName = Path.GetFileNameWithoutExtension(assetPath);

                    if (objects[i] == null)
                    {
                        objects[i] = new List <KeyValuePair <string, LevelEditorObject> >();
                    }

                    objects[i].Add(new KeyValuePair <string, LevelEditorObject>(assetName, asset));
                }
            }

            GenerateThumbnails();

            //Debug.Log("Finished loading assets.");
        }
Exemple #5
0
        LevelEditorObject LoadAssetPath(string assetPath, string relFolderPath)
        {
            string assetName    = Path.GetFileName(assetPath);
            string relAssetPath = default(string);
            string trimmedPath  = default(string);

            LevelEditorObject asset = default(LevelEditorObject);

            if (Application.isPlaying)
            {
                assetName     = Path.GetFileNameWithoutExtension(assetName);
                relFolderPath = relFolderPath.Remove(0, "/Resources/".Length);
                relAssetPath  = string.Format("{0}{1}", relFolderPath, assetName);
                //Debug.Log (relAssetPath);
                asset = Resources.Load <LevelEditorObject> (relAssetPath);
                //asset.SetPath(relAssetPath);
            }

            #if UNITY_EDITOR
            else
            {
                relAssetPath = string.Format("Assets{0}{1}", relFolderPath, assetName);
                asset        = UnityEditor.AssetDatabase.
                               LoadAssetAtPath <LevelEditorObject>(relAssetPath);
                trimmedPath = relAssetPath.Remove(0, string.Format("Assets{0}", LEVELOBJECT_PATH).Length);
                trimmedPath = trimmedPath.Remove(trimmedPath.IndexOf(".asset"), ".asset".Length);
            }
            #endif

            if (asset == default(LevelEditorObject))
            {
                Debug.LogError(string.Format("Failed to load asset at {0}!", assetPath));
                return(null);
            }

            asset.SetPath(trimmedPath);

            // Check prefab
            GameObject prefab = asset.Prefab;
            if (prefab == null)
            {
                Debug.LogWarning(string.Format("Asset {0} does not have a prefab!", asset));
                return(null);
            }

            // Check splattable
            if (asset.NeedsSplattable)
            {
                Splattable splattable = asset.Prefab.
                                        GetComponentInChildren <Splattable>();
                if (splattable == null)
                {
                    Debug.LogWarning(string.Format(@"Asset {0} does not have 
                        a Splattable! If it doesn't need one, you can disable
                        this check in the LevelEditorObject asset.",
                                                   asset.Prefab.name), asset);
                }
            }

            return(asset);
        }