public static void PerformMigration(int migrateStart, int migrateStop) { UpdateProgressBar(0f); UnityEngine.Debug.Log("WwiseUnity: Migrating incrementally to versions " + migrateStart + " up to " + migrateStop); AkPluginActivator.DeactivateAllPlugins(); AkPluginActivator.Update(); AkPluginActivator.ActivatePluginsForEditor(); // Get the name of the currently opened scene. var currentScene = AkSceneUtils.GetCurrentScene().Replace('/', '\\'); var files = new System.IO.DirectoryInfo(UnityEngine.Application.dataPath + "/Wwise/Deployment/Components").GetFiles("*.cs", System.IO.SearchOption.AllDirectories); var sceneInfo = new System.IO.DirectoryInfo(UnityEngine.Application.dataPath).GetFiles("*.unity", System.IO.SearchOption.AllDirectories); var scenes = new string[sceneInfo.Length]; AkSceneUtils.CreateNewScene(); AkUtilities.IsMigrating = true; for (var i = 0; i < scenes.Length; i++) { UpdateProgressBar((float)i / scenes.Length); var scene = "Assets" + sceneInfo[i].FullName.Substring(UnityEngine.Application.dataPath.Length); UnityEngine.Debug.Log("WwiseUnity: Migrating scene " + scene); AkSceneUtils.OpenExistingScene(scene); MigrateCurrentScene(files, migrateStart - 1, migrateStop - 1); AkSceneUtils.SaveCurrentScene(null); } UpdateProgressBar(1.0f); AkSceneUtils.CreateNewScene(); AkUtilities.IsMigrating = false; // Reopen the scene that was opened before the migration process started. AkSceneUtils.OpenExistingScene(currentScene); UnityEngine.Debug.Log("WwiseUnity: Removing lock for launcher."); // TODO: Moving one folder up is not nice at all. How to find the current project path? try { System.IO.File.Delete(UnityEngine.Application.dataPath + "/../.WwiseLauncherLockFile"); } catch (System.Exception) { // Ignore if not present. } UnityEditor.EditorUtility.ClearProgressBar(); }
public static void RunSetup() { try { UnityEngine.Debug.Log("WwiseUnity: Running install setup..."); AkSceneUtils.CreateNewScene(); Setup(); UnityEngine.Debug.Log("WwiseUnity: Refreshing asset database."); UnityEditor.AssetDatabase.Refresh(); // IMPORTANT: This log line is parsed by the Launcher. Do not modify it. UnityEngine.Debug.Log("WwiseUnity: End of setup, exiting Unity."); } catch (System.Exception e) { UnityEngine.Debug.LogError("WwiseUnity: Exception caught: " + e); } }
private static void RunSetupImpl() { try { Debug.Log("WwiseUnity: Running install setup..."); AkSceneUtils.CreateNewScene(); WwiseSetupWizard.Setup(); Debug.Log("WwiseUnity: Refreshing asset database."); AssetDatabase.Refresh(); Debug.Log("WwiseUnity: End of setup, exiting Unity."); EditorApplication.Exit(0); } catch (Exception e) { Debug.LogError("WwiseUnity: Exception caught: " + e.ToString()); EditorApplication.Exit(1); } }
public static void RunSetup() { try { UnityEngine.Debug.Log("WwiseUnity: Running install setup..."); AkSceneUtils.CreateNewScene(); Setup(); UnityEngine.Debug.Log("WwiseUnity: Refreshing asset database."); UnityEditor.AssetDatabase.Refresh(); UnityEngine.Debug.Log("WwiseUnity: End of setup, exiting Unity."); UnityEditor.EditorApplication.Exit(0); } catch (System.Exception e) { UnityEngine.Debug.LogError("WwiseUnity: Exception caught: " + e); UnityEditor.EditorApplication.Exit(1); } }
public static void RunDemoSceneSetup() { try { UnityEngine.Debug.Log("WwiseUnity: Running demo scene setup..."); AkSceneUtils.CreateNewScene(); Setup(); AkSceneUtils.OpenExistingScene("Assets/WwiseDemoScene/WwiseDemoScene.unity"); UnityEngine.Debug.Log("WwiseUnity: Refreshing asset database."); UnityEditor.AssetDatabase.Refresh(); UnityEngine.Debug.Log("WwiseUnity: End of demo scene setup, exiting Unity."); } catch (System.Exception e) { UnityEngine.Debug.LogError("WwiseUnity: Exception caught: " + e); } }
public static void RunDemoSceneSetup() { try { Debug.Log("WwiseUnity: Running demo scene setup..."); AkSceneUtils.CreateNewScene(); WwiseSetupWizard.Setup(); AkSceneUtils.OpenExistingScene("Assets/WwiseDemoScene/WwiseDemoScene.unity"); Debug.Log("WwiseUnity: Refreshing asset database."); AssetDatabase.Refresh(); Debug.Log("WwiseUnity: End of demo scene setup, exiting Unity."); EditorApplication.Exit(0); } catch (Exception e) { Debug.LogError("WwiseUnity: Exception caught: " + e.ToString()); EditorApplication.Exit(1); } }