// Called when the import process has completed and we have a prefab ready to go public void ImportFinished(string prefabPath) { // Get at the import behavour tied to this prefab and remove it from the scene string xmlAssetPath = GetXmlImportAssetPath(prefabPath); ImportBehaviour importBehaviour = ImportBehaviour.FindOrCreateImportBehaviour(xmlAssetPath); importBehaviour.DestroyImportBehaviour(); }
// Called when the import process has completed and we have a prefab ready to go public void ImportFinished(string prefabPath) { // String the prefab extension string prefabName = Path.GetFileNameWithoutExtension(prefabPath); // Get at the import behavour tied to this prefab and remove it from the scene string xmlAssetPath = GetXmlImportAssetPath(prefabName); ImportBehaviour importBehaviour = ImportBehaviour.FindOrCreateImportBehaviour(xmlAssetPath); importBehaviour.DestroyImportBehaviour(); }
private bool LoadTiled2UnityXml(ImportBehaviour importComponent, string xmlPath) { try { var xml = XDocument.Load(xmlPath); importComponent.XmlDocument = xml; var xmlTiled2Unity = xml.Element("Tiled2Unity"); importComponent.Tiled2UnityXmlPath = xmlPath; importComponent.ExporterTiled2UnityVersion = ImportUtils.GetAttributeAsString(xmlTiled2Unity, "version"); return(true); } catch (Exception e) { string msg = String.Format("Error importing Tiled2Unity xml file '{0}': {1}", xmlPath, e.Message); Debug.LogError(msg); importComponent.DestroyImportBehaviour(); } return(false); }
public void PrefabImported(string prefabPath) { // Find the import behaviour that was waiting on this prefab to be imported string asset = Path.GetFileName(prefabPath); ImportBehaviour importComponent = ImportBehaviour.FindImportBehavior_ByWaitingPrefab(asset); if (importComponent != null) { // The prefab has finished loading. Keep track of that status. if (!importComponent.ImportComplete_Prefabs.Contains(asset, StringComparer.OrdinalIgnoreCase)) { importComponent.ImportComplete_Prefabs.Add(asset); } // Are we done importing all Prefabs? If so then we have completed the import process. if (importComponent.IsPrefabImportingCompleted()) { importComponent.ReportPrefabImport(prefabPath); importComponent.DestroyImportBehaviour(); } } }
public void PrefabImported(string prefabPath) { // Find the import behaviour that was waiting on this prefab to be imported string asset = Path.GetFileName(prefabPath); ImportBehaviour importComponent = ImportBehaviour.FindImportBehavior_ByWaitingPrefab(asset); if (importComponent != null) { // The prefab has finished loading. Keep track of that status. if (!importComponent.ImportComplete_Prefabs.Contains(asset)) { importComponent.ImportComplete_Prefabs.Add(asset); } // Are we done importing all Prefabs? If so then we have completed the import process. if (importComponent.IsPrefabImportingCompleted()) { string msg = String.Format("Succefully imported prefab '{0}' from '{1}'", prefabPath, importComponent.Tiled2UnityXmlPath); Debug.Log(msg); importComponent.DestroyImportBehaviour(); } } }