public static void SaveProject() { OnProjectSave?.Invoke(); // Apply changes to any animation clips edited using the animation editor foreach (var KVP in persistentData.dirtyAnimClips) { KVP.Value.SaveToClip(); } // Save all dirty resources to disk foreach (var KVP in persistentData.dirtyResources) { UUID resourceUUID = KVP.Key; string path = ProjectLibrary.GetPath(resourceUUID); if (!IsNative(path)) { continue; // Imported resources can't be changed } Resource resource = ProjectLibrary.Load <Resource>(path); if (resource != null) { ProjectLibrary.Save(resource); } } persistentData.dirtyAnimClips.Clear(); persistentData.dirtyResources.Clear(); SetStatusProject(false); Internal_SaveProject(); }
/// <summary> /// Saves the animation curves and events stored in this object, into the associated animation clip resource. /// Relevant animation clip resource must already be created and exist in the project library. /// </summary> public void SaveToClip() { if (!isImported) { EditorAnimClipData editorAnimClipData; Apply(out editorAnimClipData); string resourcePath = ProjectLibrary.GetPath(clip); ProjectLibrary.Save(clip); ProjectLibrary.SetEditorData(resourcePath, editorAnimClipData); } else { string resourcePath = ProjectLibrary.GetPath(clip); LibraryEntry entry = ProjectLibrary.GetEntry(resourcePath); if (entry != null && entry.Type == LibraryEntryType.File) { FileEntry fileEntry = (FileEntry)entry; MeshImportOptions meshImportOptions = (MeshImportOptions)fileEntry.Options; string clipName = PathEx.GetTail(resourcePath); List <ImportedAnimationEvents> newEvents = new List <ImportedAnimationEvents>(); newEvents.AddRange(meshImportOptions.AnimationEvents); bool isExisting = false; for (int i = 0; i < newEvents.Count; i++) { if (newEvents[i].Name == clipName) { newEvents[i].Events = events; isExisting = true; break; } } if (!isExisting) { ImportedAnimationEvents newEntry = new ImportedAnimationEvents(); newEntry.Name = clipName; newEntry.Events = events; newEvents.Add(newEntry); } meshImportOptions.AnimationEvents = newEvents.ToArray(); ProjectLibrary.Reimport(resourcePath, meshImportOptions, true); } } }
/// <summary> /// Updates the contents of the prefab with the contents of the provided prefab instance. If the provided object /// is not a prefab instance nothing happens. /// </summary> /// <param name="obj">Prefab instance whose prefab to update.</param> /// <param name="refreshScene">If true, all prefab instances in the current scene will be updated so they consistent /// with the newly saved data.</param> public static void ApplyPrefab(SceneObject obj, bool refreshScene = true) { if (obj == null) { return; } SceneObject prefabInstanceRoot = GetPrefabParent(obj); if (prefabInstanceRoot == null) { return; } if (refreshScene) { SceneObject root = Scene.Root; if (root != null) { Internal_RecordPrefabDiff(root.GetCachedPtr()); } } UUID prefabUUID = GetPrefabUUID(prefabInstanceRoot); string prefabPath = ProjectLibrary.GetPath(prefabUUID); Prefab prefab = ProjectLibrary.Load <Prefab>(prefabPath); if (prefab != null) { IntPtr soPtr = prefabInstanceRoot.GetCachedPtr(); IntPtr prefabPtr = prefab.GetCachedPtr(); Internal_ApplyPrefab(soPtr, prefabPtr); ProjectLibrary.Save(prefab); } if (refreshScene) { SceneObject root = Scene.Root; if (root != null) { Internal_UpdateFromPrefab(root.GetCachedPtr()); } } }