private void ExportAsset(ProjectAssetContainer container, NamedObject asset, string path)
        {
            NativeFormatImporter importer = new NativeFormatImporter(container.ExportLayout);

            importer.MainObjectFileID = GetExportID(asset);
            ExportAsset(container, importer, asset, path, asset.Name);
        }
        public override bool Export(ProjectAssetContainer container, string dirPath)
        {
            if (m_export.Count == 0)
            {
                return(false);
            }

            string scriptFolder = m_export[0].ExportPath;
            string scriptPath   = Path.Combine(dirPath, scriptFolder);

            AssetExporter.Export(container, m_export, scriptPath, OnScriptExported);
            return(true);
        }
        public override bool Export(ProjectAssetContainer container, string dirPath)
        {
            string subPath  = Path.Combine(dirPath, ProjectSettingsName);
            string fileName = $"{Asset.ExportPath}.asset";
            string filePath = Path.Combine(subPath, fileName);

            if (!DirectoryUtils.Exists(subPath))
            {
                DirectoryUtils.CreateVirtualDirectory(subPath);
            }

            ExportInner(container, filePath);
            return(true);
        }
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        public override bool Export(ProjectAssetContainer container, string dirPath)
        {
            string subPath;
            string fileName;

            if (container.TryGetResourcePathFromAssets(Assets, out Object asset, out string subResourcePath))
            {
                string resourcePath = Path.Combine(dirPath, $"{subResourcePath}.{GetExportExtension(asset)}");
                subPath = Path.GetDirectoryName(resourcePath);
                string resFileName = Path.GetFileName(resourcePath);
#warning TODO: combine assets with the same res path into one big asset
                // Unity distinguish assets with non unique path by its type, but file system doesn't support it
                fileName = GetUniqueFileName(subPath, resFileName);
            }
        protected override string ExportInner(ProjectAssetContainer container, string filePath)
        {
            AudioClip audioClip = (AudioClip)Asset;

            if (AudioAssetExporter.IsSupported(audioClip))
            {
                string dir     = Path.GetDirectoryName(filePath);
                string newName = $"{Path.GetFileNameWithoutExtension(filePath)}.wav";
                filePath = Path.Combine(dir, newName);
            }

            AssetExporter.Export(container, Asset, filePath);
            return(filePath);
        }
Esempio n. 6
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        protected void ExportAsset(ProjectAssetContainer container, AssetImporter importer, Object asset, string path, string name)
        {
            if (!DirectoryUtils.Exists(path))
            {
                DirectoryUtils.CreateVirtualDirectory(path);
            }

            string fullName   = $"{name}.{GetExportExtension(asset)}";
            string uniqueName = FileUtils.GetUniqueName(path, fullName, FileUtils.MaxFileNameLength - MetaExtension.Length);
            string filePath   = Path.Combine(path, uniqueName);

            AssetExporter.Export(container, asset, filePath);
            Meta meta = new Meta(asset.GUID, importer);

            ExportMeta(container, meta, filePath);
        }
        public override bool Export(ProjectAssetContainer container, string dirPath)
        {
            string folderPath   = Path.Combine(dirPath, Object.AssetsKeyword, OcclusionCullingSettings.SceneKeyword);
            string sceneSubPath = GetSceneName(container);
            string fileName     = $"{sceneSubPath}.unity";
            string filePath     = Path.Combine(folderPath, fileName);

            if (IsDuplicate(container))
            {
                if (FileUtils.Exists(filePath))
                {
                    Logger.Log(LogType.Warning, LogCategory.Export, $"Duplicate scene '{sceneSubPath}' has been found. Skipping");
                    return(false);
                }
            }

            folderPath = Path.GetDirectoryName(filePath);
            if (!DirectoryUtils.Exists(folderPath))
            {
                DirectoryUtils.CreateVirtualDirectory(folderPath);
            }

            AssetExporter.Export(container, Components.Select(t => t.Convert(container)), filePath);
            DefaultImporter sceneImporter = new DefaultImporter(container.ExportLayout);
            Meta            meta          = new Meta(GUID, sceneImporter);

            ExportMeta(container, meta, filePath);

            string sceneName     = Path.GetFileName(sceneSubPath);
            string subFolderPath = Path.Combine(folderPath, sceneName);

            if (OcclusionCullingData != null)
            {
                OcclusionCullingData.Initialize(container, m_occlusionCullingSettings);
                ExportAsset(container, OcclusionCullingData, subFolderPath);
            }

            return(true);
        }
 protected override bool ExportInner(ProjectAssetContainer container, string filePath)
 {
     return(AssetExporter.Export(container, Asset, filePath));
 }
 public bool Export(ProjectAssetContainer container, string dirPath)
 {
     return(false);
 }
Esempio n. 10
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 public bool Export(ProjectAssetContainer container, string dirPath)
 {
     Logger.Log(LogType.Warning, LogCategory.Export, $"Unable to export asset {Name}");
     return(false);
 }
Esempio n. 11
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 public abstract bool Export(ProjectAssetContainer container, string dirPath);
Esempio n. 12
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 protected override bool ExportInner(ProjectAssetContainer container, string filePath)
 {
     return(AssetExporter.Export(container, Assets.Select(t => t.Convert(container)), filePath));
 }
        public override bool Export(ProjectAssetContainer container, string dirPath)
        {
            string subPath  = Path.Combine(dirPath, ProjectSettingsName);
            string fileName = $"{EditorBuildSettings.ClassID.ToString()}.asset";
            string filePath = Path.Combine(subPath, fileName);

            if (!DirectoryUtils.Exists(subPath))
            {
                DirectoryUtils.CreateVirtualDirectory(subPath);
            }

            BuildSettings       asset  = (BuildSettings)Asset;
            IEnumerable <Scene> scenes = asset.Scenes.Select(t => new Scene(t, container.SceneNameToGUID(t)));

            EditorBuildSettings.Initialize(scenes);
            AssetExporter.Export(container, EditorBuildSettings, filePath);

            fileName = $"{EditorSettings.ClassID.ToString()}.asset";
            filePath = Path.Combine(subPath, fileName);

            AssetExporter.Export(container, EditorSettings, filePath);

            if (NavMeshProjectSettings != null)
            {
                fileName = $"{NavMeshProjectSettings.ExportPath}.asset";
                filePath = Path.Combine(subPath, fileName);

                AssetExporter.Export(container, NavMeshProjectSettings, filePath);
            }
            if (NetworkManager != null)
            {
                fileName = $"{NetworkManager.ExportPath}.asset";
                filePath = Path.Combine(subPath, fileName);

                AssetExporter.Export(container, NetworkManager, filePath);
            }
            if (Physics2DSettings != null)
            {
                fileName = $"{Physics2DSettings.ExportPath}.asset";
                filePath = Path.Combine(subPath, fileName);

                AssetExporter.Export(container, Physics2DSettings, filePath);
            }
            if (UnityConnectSettings != null)
            {
                fileName = $"{UnityConnectSettings.ExportPath}.asset";
                filePath = Path.Combine(subPath, fileName);

                AssetExporter.Export(container, UnityConnectSettings, filePath);
            }
            if (QualitySettings != null)
            {
                fileName = $"{QualitySettings.ExportPath}.asset";
                filePath = Path.Combine(subPath, fileName);

                AssetExporter.Export(container, QualitySettings, filePath);
            }

            fileName = $"ProjectVersion.txt";
            filePath = Path.Combine(subPath, fileName);

            using (Stream fileStream = FileUtils.CreateVirtualFile(filePath))
            {
                using (StreamWriter writer = new InvariantStreamWriter(fileStream, new UTF8Encoding(false)))
                {
                    writer.Write("m_EditorVersion: 2017.3.0f3");
                }
            }
            return(true);
        }
        private void ExportAsset(ProjectAssetContainer container, NamedObject asset, string path)
        {
            NativeFormatImporter importer = new NativeFormatImporter(asset);

            ExportAsset(container, importer, asset, path, asset.Name);
        }
Esempio n. 15
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 public override bool Export(ProjectAssetContainer container, string dirPath) => false;