Esempio n. 1
0
        public void ValidateModifier(
            Model.NodeData node,
            BuildTarget target,
            IEnumerable <PerformGraph.AssetGroups> incoming)
        {
            if (string.IsNullOrEmpty(m_modifierType))
            {
                throw new NodeException("Modifier asset type not set.", "Select asset type to modify from inspector.", node);
            }
            var modifier = m_instance.Get <IModifier> (target);

            if (modifier == null)
            {
                throw new NodeException("Failed to create Modifier.", "Select modifier from inspector.", node);
            }
            modifier.OnValidate();

            Type expected    = Type.GetType(m_modifierType);
            Type modifierFor = ModifierUtility.GetModifierTargetType(m_instance.ClassName);

            if (expected != modifierFor)
            {
                throw new NodeException("Modifier type does not match.", "Reset setting or fix Modifier code.", node);
            }
        }
Esempio n. 2
0
        public override void Prepare(BuildTarget target,
                                     Model.NodeData node,
                                     IEnumerable <PerformGraph.AssetGroups> incoming,
                                     IEnumerable <Model.ConnectionData> connectionsToOutput,
                                     PerformGraph.Output Output)
        {
            var modifier = m_instance.Get <IModifier> (target);

            if (modifier != null && string.IsNullOrEmpty(m_modifierType))
            {
                m_modifierType = ModifierUtility.GetModifierTargetType(m_instance.ClassName).AssemblyQualifiedName;
            }

            ValidateModifier(node, target, incoming);

            if (incoming != null && Output != null)
            {
                // Modifier does not add, filter or change structure of group, so just pass given group of assets
                var dst = (connectionsToOutput == null || !connectionsToOutput.Any())?
                          null : connectionsToOutput.First();

                foreach (var ag in incoming)
                {
                    Output(dst, ag.assetGroups);
                }
            }
        }
Esempio n. 3
0
        public override void Build(BuildTarget target,
                                   Model.NodeData node,
                                   IEnumerable <PerformGraph.AssetGroups> incoming,
                                   IEnumerable <Model.ConnectionData> connectionsToOutput,
                                   PerformGraph.Output Output,
                                   Action <Model.NodeData, string, float> progressFunc)
        {
            if (incoming == null)
            {
                return;
            }
            var modifier = m_instance.Get <IModifier>(target);

            UnityEngine.Assertions.Assert.IsNotNull(modifier);
            Type targetType         = ModifierUtility.GetModifierTargetType(m_instance.ClassName);
            bool isAnyAssetModified = false;

            var aggregatedGroups = new Dictionary <string, List <AssetReference> >();

            foreach (var ag in incoming)
            {
                foreach (var name in ag.assetGroups.Keys)
                {
                    if (!aggregatedGroups.ContainsKey(name))
                    {
                        aggregatedGroups[name] = new List <AssetReference>();
                    }
                    aggregatedGroups[name].AddRange(ag.assetGroups[name].AsEnumerable());
                }
            }

            foreach (var assets in aggregatedGroups.Values)
            {
                foreach (var asset in assets)
                {
                    if (asset.assetType == targetType)
                    {
                        if (modifier.IsModified(asset.allData, assets))
                        {
                            modifier.Modify(asset.allData, assets);
                            asset.SetDirty();
                            AssetProcessEventRecord.GetRecord().LogModify(asset);

                            isAnyAssetModified = true;

                            // apply asset setting changes to AssetDatabase.
                            if (asset.isSceneAsset)
                            {
                                if (!EditorSceneManager.SaveScene(asset.scene))
                                {
                                    throw new NodeException("Failed to save modified scene:" + asset.importFrom, "See console for details.", node);
                                }
                            }
                            else
                            {
                                AssetDatabase.SaveAssets();
                            }
                        }
                        asset.ReleaseData();
                    }
                }
            }

            if (isAnyAssetModified)
            {
                AssetDatabase.Refresh();
            }

            if (incoming != null && Output != null)
            {
                // Modifier does not add, filter or change structure of group, so just pass given group of assets
                var dst = (connectionsToOutput == null || !connectionsToOutput.Any())?
                          null : connectionsToOutput.First();

                Output(dst, aggregatedGroups);
            }
        }