static NgAsset.ObjectNode[] ArrayListToObjectNodes(ArrayList retArray) { #if UNITY_WEBPLAYER Debug.LogError("In WEB_PLAYER mode, you cannot run the FXMaker."); Debug.Break(); return(null); #else NgAsset.ObjectNode[] retObjs = new NgAsset.ObjectNode[retArray.Count]; for (int n = 0; n < retArray.Count; n++) { retObjs[n] = new NgAsset.ObjectNode(); if (retArray[n] is string) { retObjs[n].m_Object = null; retObjs[n].m_AssetPath = (string)retArray[n]; } else { retObjs[n].m_Object = (Object)retArray[n]; retObjs[n].m_AssetPath = AssetDatabase.GetAssetPath(retObjs[n].m_Object); } } return(retObjs); #endif }
void CreatePrefab(NgAsset.ObjectNode modelNode) { string targetPath = NgFile.CombinePath("Assets/" + m_tarPrefabPath, NgFile.GetFilename(modelNode.m_AssetPath) + ".prefab"); GameObject loadPrefab = NgAsset.LoadPrefab(targetPath); if (loadPrefab != null) { // 있으면 pass return; } PrefabUtility.CreatePrefab(targetPath, (GameObject)modelNode.m_Object); AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets(); }
static NgAsset.ObjectNode[] ArrayListToObjectNodes(ArrayList retArray) { #if UNITY_WEBPLAYER Debug.LogError("In WEB_PLAYER mode, you cannot run the FXMaker."); Debug.Break(); return null; #else NgAsset.ObjectNode[] retObjs = new NgAsset.ObjectNode[retArray.Count]; for (int n = 0; n < retArray.Count; n++) { retObjs[n] = new NgAsset.ObjectNode(); if (retArray[n] is string) { retObjs[n].m_Object = null; retObjs[n].m_AssetPath = (string)retArray[n]; } else { retObjs[n].m_Object = (Object)retArray[n]; retObjs[n].m_AssetPath = AssetDatabase.GetAssetPath(retObjs[n].m_Object); } } return retObjs; #endif }