コード例 #1
0
    void _initializeProgram()
    {
        storedProg = null; prog = null; progGUI = null;

        // Look for a program stored in the asset.
        storedProg = KMImportSettings.ProgramForMesh(assetGUID, meshPath);
        if (storedProg != null)
        {
            // Create a copy of the program to work with.
            prog = ScriptableObject.CreateInstance <KMProcessorProgram>();
            EditorUtility.CopySerialized(storedProg, prog);
            int numProcessors = prog.processors.Length;
            for (int i = 0; i < numProcessors; ++i)
            {
                KrablMesh.Processor proc  = prog.processors[i];
                KrablMesh.Processor clone = ScriptableObject.CreateInstance(proc.GetType()) as KrablMesh.Processor;
                EditorUtility.CopySerialized(proc, clone);
                clone.hideFlags    = HideFlags.DontSave;
                prog.processors[i] = clone;
            }

            prog.hideFlags = HideFlags.DontSave;

            progGUI = (KMProcessorProgramGUI)Editor.CreateEditor(prog);

            if (progGUI != null)
            {
                progGUI.usedByMeshImporter = true;
            }
        }
    }
コード例 #2
0
    bool _processMesh(GameObject container, Mesh umesh)
    {
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5
        if (umesh.blendShapeCount > 0)
        {
            Debug.Log("Krabl Mesh Processors can not yet process meshes with blendshapes.");
            return(false);
        }
#endif

        string assetGUID = AssetDatabase.AssetPathToGUID(assetPath);
        //Debug.Log("Container guid: " + assetGUID);
        string meshPath = KrablMesh.UnityEditorUtils.MeshPathInAsset(umesh, container);
        //Debug.Log("Meshpath: " + meshPath);

        KMProcessorProgram program = KMImportSettings.ProgramForMesh(assetGUID, meshPath);
        if (program == null)
        {
            return(false);
        }
        if (program.bypass)
        {
            return(true);
        }

        //	Debug.Log("KMImportProcessor Process " + container.name + "/" + umesh.name + " PRG: " + ((program == null) ? "NULL" : program.ToString()), umesh);

        KrablMesh.Processor[] processors = program.processors;
        if (true)           //program.importTriggeredByInspector == true) {
        // Set up progress indicators
        {
            program.importTriggeredByInspector = false;
            float numEnabled = 0.0f;
            for (int i = 0; i < processors.Length; ++i)
            {
                if (processors[i].enabled)
                {
                    numEnabled += 1.0f;
                }
            }
            float progStep   = (numEnabled > 0.0f) ? 1.0f / numEnabled : 1.0f;
            float progOffset = 0.0f;

            string title = ProgressTitle(program);
            for (int i = 0; i < processors.Length; ++i)
            {
                if (processors[i].enabled == true)
                {
                    float offset = progOffset;
                    processors[i].progressDelegate = delegate(string text, float val) {
                        EditorUtility.DisplayProgressBar(title, text, val * progStep + offset);
                    };
                    progOffset += progStep;
                }
            }
        }

        Mesh processedMesh = program.Process(umesh, EditorUserBuildSettings.selectedBuildTargetGroup.ToString());
        processedMesh.name = umesh.name;
        if (program.unityOptimizeMesh)
        {
            ;
        }
        EditorUtility.ClearProgressBar();

        // Store Revision to program
        program.importRevision = importRevision;
        EditorUtility.SetDirty(program);
        //AssetDatabase.SaveAssets();

        if (program.targetPath.Equals("replace"))
        {
            umesh.Clear();
            EditorUtility.CopySerialized(processedMesh, umesh);
        }
        else
        {
            _outputToAsset(processedMesh, program.targetPath);
        }
        GameObject.DestroyImmediate(processedMesh);

        return(true);
    }