protected virtual void processAsset(string assetPath) { // Don't assume that this asset's *the* asset! if (processingOneAsset() && job.scope.scopeObj.assetPath == assetPath) { //We only have one object, and its already loaded. job.asset = job.scope.scopeObj.obj; } else { //Load the object. job.asset = (UnityEngine.Object)AssetDatabase.LoadAssetAtPath(assetPath, typeof(UnityEngine.Object)); } if (job.asset == null) { return; } // GameObject foo = (GameObject) job.asset; // Debug.Log("[SearchSubJob] foo:"+foo); if (job.asset is GameObject) { job.searchGameObject((GameObject)job.asset); } else if (job.asset is AnimatorController) { job.searchAnimatorController((AnimatorController)job.asset); } else { job.searchObject(job.asset); } job.searchDependencies(job.asset); }
public override void ProcessAsset(SearchJob job) { ScriptableObject root = (ScriptableObject)AssetDatabase.LoadAssetAtPath(assetPath, typeof(ScriptableObject)); if (root != null) { job.OnAssetSearchBegin(); job.searchObject(root); // todo: cache for subjobs? job.OnAssetSearchEnd(); } }
public override void ProcessAsset(SearchJob job) { UnityEngine.Object root = (UnityEngine.Object)AssetDatabase.LoadAssetAtPath(assetPath, typeof(UnityEngine.Object)); if (root != null) { roots = new Object[] { root }; job.OnAssetSearchBegin(); job.searchObject(root); job.OnAssetSearchEnd(); } }
public override void ProcessAsset(SearchJob job) { UnityEngine.Object root = (UnityEngine.Object)AssetDatabase.LoadAssetAtPath(assetPath, typeof(UnityEngine.Object)); if (root != null) { roots = new Object[] { root }; job.OnAssetSearchBegin(); job.searchObject(root); // todo: cache for subjobs? if (importer != null) { importer.SaveAndReimport(); } job.OnAssetSearchEnd(); // yield return job.searchDependencies(root); } }