Esempio n. 1
0
        private void PreBuild(GameObject prefab)
        {
            var go = Instantiate(prefab);
            var varwinObjectDescriptor = go.GetComponent <VarwinObjectDescriptor>();

            varwinObjectDescriptor.PreBuild();
            CreateObjectUtils.ApplyPrefabInstanceChanges(go);

            var vods = FindObjectsOfType <VarwinObjectDescriptor>();

            foreach (var vod in vods)
            {
                if (vod.Guid == varwinObjectDescriptor.Guid)
                {
                    CreateObjectUtils.RevertPrefabInstanceChanges(vod.gameObject);
                }
            }

            CreateObjectUtils.SafeDestroy(go);
        }
Esempio n. 2
0
        private static void OnScriptsReloaded()
        {
            try
            {
                GetWindow <ImportModelsWindow>().Close();

                int createdNum = 0;

                if (File.Exists(CreateObjectTempModel.TempFilePath))
                {
                    string config = File.ReadAllText(CreateObjectTempModel.TempFilePath);

                    CreateObjectTempModel temp = JsonConvert.DeserializeObject <CreateObjectTempModel>(config);

                    File.Delete(CreateObjectTempModel.TempFilePath);

                    if (temp == null)
                    {
                        Debug.LogError("Temp build file is broken! Can't finish objects creation.");

                        return;
                    }

                    _modelsList = temp.Objects;
                    _buildNow   = temp.BuildNow;

                    foreach (CreateObjectModel fileModel in _modelsList)
                    {
                        Debug.Log("Creating prefab for " + fileModel.ObjectName);

                        GameObject gameObject, prefab;

                        //Check if it's model import
                        if (fileModel.ModelImportPath != null)
                        {
                            if (fileModel.Skip)
                            {
                                continue;
                            }

                            GameObject modelPrefab = AssetDatabase.LoadAssetAtPath <GameObject>(fileModel.ModelImportPath);

                            if (modelPrefab == null)
                            {
                                Debug.LogError("Can't create object " +
                                               fileModel.ObjectName +
                                               ". Imported file is incorrect: " +
                                               fileModel.Path);
                                Directory.Delete(fileModel.ObjectFolder, true);

                                continue;
                            }

                            gameObject = Instantiate(modelPrefab, new Vector3(0, 0, 0), Quaternion.identity);

                            //Calculate bounds
                            Bounds bounds   = GetBounds(gameObject);
                            float  maxBound = Mathf.Max(bounds.size.x, bounds.size.y, bounds.size.z);
                            float  scale    = fileModel.BiggestSideSize / maxBound;

                            gameObject.transform.localScale = Vector3.one * scale;
                            Rigidbody objectBody = gameObject.AddComponent <Rigidbody>();
                            objectBody.isKinematic = !fileModel.IsPhysicsOn;
                            objectBody.mass        = fileModel.Mass;

                            InteractableObjectBehaviour objectBehaviour =
                                gameObject.AddComponent <InteractableObjectBehaviour>();
                            objectBehaviour.SetIsGrabbable(fileModel.IsGrabbable);
                            objectBehaviour.SetIsUsable(false);
                            objectBehaviour.SetIsTouchable(false);

                            CreateObjectUtils.AddObjectId(gameObject);

                            MeshFilter[] meshes = gameObject.GetComponentsInChildren <MeshFilter>();

                            foreach (MeshFilter meshFilter in meshes)
                            {
                                MeshCollider collider = meshFilter.gameObject.AddComponent <MeshCollider>();
                                collider.sharedMesh = meshFilter.sharedMesh;
                                collider.convex     = true;
                            }

                            if (meshes == null || meshes.Length == 0)
                            {
                                BoxCollider box = gameObject.AddComponent <BoxCollider>();

                                box.center = bounds.center;
                                box.size   = bounds.size;
                            }

                            prefab = CreatePrefab(gameObject,
                                                  fileModel.PrefabPath,
                                                  fileModel.Guid,
                                                  fileModel.ObjectName,
                                                  fileModel.ClassName,
                                                  fileModel.Extras);
                        }
                        else
                        {
                            gameObject = AssetDatabase.LoadAssetAtPath <GameObject>(fileModel.PrefabPath);

                            if (gameObject == null)
                            {
                                Debug.LogError("Can't create " +
                                               fileModel.ObjectName +
                                               ": no prefab and no model. How did it happen? Please try again.");

                                return;
                            }

                            CreateNew(gameObject,
                                      fileModel.PrefabPath,
                                      fileModel.Guid,
                                      fileModel.ObjectName,
                                      fileModel.ClassName,
                                      fileModel.Extras,
                                      true,
                                      true);
                        }

                        AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);

                        if (fileModel.ModelImportPath != null)
                        {
                            DestroyImmediate(gameObject);
                        }

                        createdNum++;

                        gameObject = AssetDatabase.LoadAssetAtPath <GameObject>(fileModel.PrefabPath);

                        var instance = PrefabUtility.InstantiatePrefab(gameObject);
                        instance.name = instance.name.Replace("(Clone)", "");
                        EditorGUIUtility.PingObject(instance);
                    }

                    EditorUtility.DisplayDialog("Done!", createdNum + " objects were created!", "OK");

                    if (temp.BuildNow)
                    {
                        ObjectsBuilderWindow.BuildObjects(_modelsList.ToArray());
                    }


                    GetWindow <CreateObjectWindow>().Close();
                }
            }
            catch (Exception e)
            {
                EditorUtility.DisplayDialog("Error!", $"{e.Message}:\nProblem when creating an objects", "OK");
                Debug.LogException(e);
            }
        }
Esempio n. 3
0
        private static GameObject CreateNew(GameObject obj, string localPath, string guid,
                                            string objectName, string classFullName, CreateObjectModel.AssetExtras licenseData,
                                            bool withMainClass = true,
                                            bool overwrite     = false)
        {
            if (withMainClass)
            {
                CreateObjectUtils.AddComponent(obj, localPath, classFullName,
                                               $"{objectName}");
            }

            var config = obj.GetComponent <VarwinObjectDescriptor>();

            if (config == null)
            {
                config = obj.AddComponent <VarwinObjectDescriptor>();

                if (config == null)
                {
                    obj    = Instantiate(obj);
                    config = obj.AddComponent <VarwinObjectDescriptor>();
                }
            }

            if (string.IsNullOrWhiteSpace(config.Guid))
            {
                config.Guid     = guid;
                config.RootGuid = guid;

                config.Name   = objectName;
                config.Prefab = localPath;

                config.AuthorName  = _authorName;
                config.AuthorEmail = _authorEmail;
                config.AuthorUrl   = _authorUrl;

                config.LicenseCode = _licenseCode;

                config.BuiltAt = DateTimeOffset.Now.ToString();

                config.MobileReady = SdkSettings.MobileFeature.Enabled && _mobileReady;
            }

            if (licenseData != null)
            {
                Regex reg        = new Regex(@"(.+)\s+\((.+)\)");
                var   authorData = reg.Match(licenseData.Author);

                try
                {
                    config.AuthorName = authorData.Groups[1].Value;
                    config.AuthorUrl  = authorData.Groups[2].Value;
                }
                catch
                {
                    Debug.LogWarning("cannot read author name and author url properties");
                }

                reg = new Regex(@"([a-zA-Z-]+)-([0-9\.]+)\s+\((.+)\)");
                var license = reg.Match(licenseData.License);

                try
                {
                    config.LicenseCode = license.Groups[1].Value.ToLower();
                }
                catch
                {
                    Debug.LogWarning("cannot read license code property");
                }
            }

            GameObject prefab;

            if (overwrite)
            {
                prefab = obj;
            }
            else
            {
                Object instanceRoot   = PrefabUtility.InstantiatePrefab(obj);
                Object prefabInstance = PrefabUtility.GetCorrespondingObjectFromSource(obj);

                bool isPrefabInstance = (instanceRoot == null);

                if (isPrefabInstance)
                {
                    instanceRoot = PrefabUtility.InstantiatePrefab(prefabInstance);
                }

                bool success = false;

                if (instanceRoot != null)
                {
                    GameObject fixObject = null;

                    if (!isPrefabInstance)
                    {
                        fixObject = (GameObject)PrefabUtility.InstantiatePrefab(obj);;
                    }

                    PrefabUtility.UnpackPrefabInstance((GameObject)instanceRoot,
                                                       PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
                    prefab = PrefabUtility.SaveAsPrefabAsset((GameObject)instanceRoot, localPath, out success);

                    if (!isPrefabInstance)
                    {
                        var objectDescriptor = fixObject.GetComponent <VarwinObjectDescriptor>();

                        if (objectDescriptor != null)
                        {
                            DestroyImmediate(objectDescriptor);
                            PrefabUtility.ApplyPrefabInstance(fixObject, InteractionMode.AutomatedAction);
                        }

                        DestroyImmediate(fixObject);
                    }

                    DestroyImmediate(instanceRoot);
                }
                else
                {
                    prefab = PrefabUtility.SaveAsPrefabAsset(obj, localPath, out success);
                    DestroyImmediate(obj);
                }

                EditorGUIUtility.PingObject(prefab);

                if (success)
                {
                    if (isPrefabInstance)
                    {
                        DestroyImmediate(obj);
                    }

                    return(prefab);
                }

                PrefabUtility.RevertPrefabInstance(obj, InteractionMode.AutomatedAction);

                Debug.LogError("Can not create prefab!");

                return(null);
            }

            return(prefab);
        }