Esempio n. 1
0
	/// <summary>
	/// Load the preset file at the specified path into the specified asset and cook it.
	/// </summary>
	/// <param name="asset">Asset to load preset into</param>
	/// <param name="filePath">Full path to file containing preset. File must have been written out by SaveAssetPresetToFile.</param>
	public static void LoadPresetFileIntoAssetAndCook(HEU_HoudiniAsset asset, string filePath)
	{
	    try
	    {
		HEU_AssetPreset assetPreset = null;

		using (FileStream fs = new FileStream(filePath, FileMode.Open, FileAccess.Read))
		{
		    BinaryFormatter formatter = new BinaryFormatter();

		    HEU_Vector3SerializationSurrogate vector3S = new HEU_Vector3SerializationSurrogate();
		    HEU_Vector2SerializationSurrogate vector2S = new HEU_Vector2SerializationSurrogate();

		    SurrogateSelector surrogateSelector = new SurrogateSelector();
		    surrogateSelector.AddSurrogate(typeof(Vector3), new StreamingContext(StreamingContextStates.All), vector3S);
		    surrogateSelector.AddSurrogate(typeof(Vector2), new StreamingContext(StreamingContextStates.All), vector2S);
		    formatter.SurrogateSelector = surrogateSelector;

		    assetPreset = (HEU_AssetPreset)formatter.Deserialize(fs);
		}

		if (assetPreset != null)
		{
		    if (PRESET_IDENTIFIER.SequenceEqual(assetPreset._identifier))
		    {
			asset.LoadAssetPresetAndCook(assetPreset);
		    }
		    else
		    {
			Debug.LogErrorFormat("Unable to load preset. Specified file is not a saved HDA preset: {0}", filePath);
		    }
		}
		else
		{
		    Debug.LogErrorFormat("Failed to load preset file {0}.", filePath);
		}
	    }
	    catch (System.Exception ex)
	    {
		Debug.LogErrorFormat("Failed to load preset due to exception: " + ex.ToString());
	    }
	}
		/// <summary>
		/// Save the specified asset's preset data to file at specified path.
		/// </summary>
		/// <param name="asset">The asset's preset data will be saved</param>
		/// <param name="filePath">The file to save to</param>
		public static void SaveAssetPresetToFile(HEU_HoudiniAsset asset, string filePath)
		{
			// This should return an object filled with preset data, and which we can serialize directly
			HEU_AssetPreset assetPreset = asset.GetAssetPreset();

			if (assetPreset != null)
			{
				try
				{
					int len = PRESET_IDENTIFIER.Length;

					assetPreset._identifier = PRESET_IDENTIFIER;
					assetPreset._version = PRESET_VERSION;

					using (FileStream fs = new FileStream(filePath, FileMode.Create, FileAccess.Write))
					{
						IFormatter formatter = new BinaryFormatter();

						HEU_Vector3SerializationSurrogate vector3S = new HEU_Vector3SerializationSurrogate();
						HEU_Vector2SerializationSurrogate vector2S = new HEU_Vector2SerializationSurrogate();

						SurrogateSelector surrogateSelector = new SurrogateSelector();
						surrogateSelector.AddSurrogate(typeof(Vector3), new StreamingContext(StreamingContextStates.All), vector3S);
						surrogateSelector.AddSurrogate(typeof(Vector2), new StreamingContext(StreamingContextStates.All), vector2S);
						formatter.SurrogateSelector = surrogateSelector;

						formatter.Serialize(fs, assetPreset);
					}
				}
				catch (System.Exception ex)
				{
					Debug.LogErrorFormat("Failed to save preset due to exception: " + ex.ToString());
				}
			}
			else
			{
				Debug.LogErrorFormat("Failed to save preset due to unable to retrieve the preset buffer!");
			}
		}