void onNewRootPrefab(GameObject rootPrefab)
        {
            var newMapper = new GameObjectMapper();

            newMapper.gatherObjectIds(rootPrefab);
            foreach (var curObj in newMapper.objectList)
            {
                foreach (var meshFilter in curObj.GetComponents <MeshFilter>())
                {
                    getOrRegMeshId(meshFilter);
                }
                foreach (var meshRend in curObj.GetComponents <SkinnedMeshRenderer>())
                {
                    getOrRegMeshId(meshRend, null);
                }
            }
            prefabObjects.Add(rootPrefab, newMapper);
        }
Esempio n. 2
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        public static JsonScene fromObjects(GameObject[] args, ResourceMapper resMap, bool showGui)
        {
            try{
                var result = new JsonScene();

                var objMap = new GameObjectMapper();
                foreach (var curObj in args)
                {
                    objMap.gatherObjectIds(curObj);
                }

                foreach (var curObj in objMap.objectList)
                {
                    resMap.gatherPrefabData(curObj);
                }

                for (int i = 0; i < objMap.objectList.Count; i++)
                {
                    /*TODO: The constructor CAN add more data, but most of it would've been added prior to this point.
                     * Contempalting whether to enforce it strictly or not.*/
                    if (showGui)
                    {
                        ExportUtility.showProgressBar("Collecting scene data",
                                                      string.Format("Adding scene object {0}/{1}", i, objMap.numObjects), i, objMap.objectList.Count);
                    }

                    var newObj = new JsonGameObject(objMap.objectList[i], objMap, resMap);
                    result.objects.Add(newObj);
                }
                return(result);
            }
            finally{
                if (showGui)
                {
                    ExportUtility.hideProgressBar();
                }
            }
        }