コード例 #1
0
    public override void OnInspectorGUI()
    {
        SECTR_LightmapRef myRef = (SECTR_LightmapRef)target;

        base.OnInspectorGUI();
        bool wasEnabled = GUI.enabled;

        GUI.enabled = false;
        foreach (SECTR_LightmapRef.RefData refData in myRef.LightmapRefs)
        {
            EditorGUILayout.IntField("Index", refData.index);
            ObjectField <Texture2D>("Near Lightmap", "", refData.NearLightmap, false);
            ObjectField <Texture2D>("Far Lightmap", "", refData.FarLightmap, false);
        }
        GUI.enabled = wasEnabled;
    }
コード例 #2
0
    /// Re-adds the data from the specified Sector to the current scene. Safe to call from command line.
    /// <param name="sector">The Sector to import.</param>
    /// <returns>Returns true if Sector was successfully imported, false otherwise.</returns>
    public static bool ImportFromChunk(SECTR_Sector sector)
    {
        if (sector == null)
        {
            Debug.LogError("Cannot import invalid Sector.");
            return(false);
        }

        if (!sector.Frozen)
        {
            Debug.Log("Skipping import of unfrozen Sector");
            return(true);
        }

        if (!sector.gameObject.isStatic)
        {
            Debug.Log("Skipping import of dynamic Sector " + sector.name + ".");
            return(true);
        }

        SECTR_Chunk chunk = sector.GetComponent <SECTR_Chunk>();

        if (chunk)
        {
            EditorApplication.OpenSceneAdditive(chunk.NodeName);
            GameObject newNode = GameObject.Find(chunk.NodeName);
            if (newNode == null)
            {
                Debug.LogError("Exported data does not match scene. Skipping import of " + sector.name + ".");
                return(false);
            }

            SECTR_ChunkRef chunkRef = newNode.GetComponent <SECTR_ChunkRef>();
            if (chunkRef && chunkRef.RealSector)
            {
                newNode = chunkRef.RealSector.gameObject;
                if (chunkRef.Recentered)
                {
                    newNode.transform.parent        = sector.transform;
                    newNode.transform.localPosition = Vector3.zero;
                    newNode.transform.localRotation = Quaternion.identity;
                    newNode.transform.localScale    = Vector3.one;
                }
                newNode.transform.parent = null;
                GameObject.DestroyImmediate(chunkRef.gameObject);
            }

            while (newNode.transform.childCount > 0)
            {
                newNode.transform.GetChild(0).parent = sector.transform;
            }


            // Merge lightmaps into the scene
#if !UNITY_STREAM_ENLIGHTEN
            SECTR_LightmapRef newRef = newNode.GetComponent <SECTR_LightmapRef>();
            if (newRef)
            {
                int            numLightmaps = LightmapSettings.lightmaps.Length;
                LightmapData[] newLightmaps = new LightmapData[numLightmaps];
                for (int lightmapIndex = 0; lightmapIndex < numLightmaps; ++lightmapIndex)
                {
                    newLightmaps[lightmapIndex] = LightmapSettings.lightmaps[lightmapIndex];
                }
                foreach (SECTR_LightmapRef.RefData refData in newRef.LightmapRefs)
                {
                    if (refData.index >= 0 && refData.index < numLightmaps)
                    {
                        LightmapData newData = new LightmapData();
                        newData.lightmapNear        = refData.NearLightmap;
                        newData.lightmapFar         = refData.FarLightmap;
                        newLightmaps[refData.index] = newData;
                    }
                }
                LightmapSettings.lightmaps = newLightmaps;

#if !UNITY_4
                foreach (SECTR_LightmapRef.RenderData indexData in newRef.LightmapRenderers)
                {
                    if (indexData.renderer)
                    {
                        indexData.renderer.lightmapIndex       = indexData.rendererLightmapIndex;
                        indexData.renderer.lightmapScaleOffset = indexData.rendererLightmapScaleOffset;
                        GameObjectUtility.SetStaticEditorFlags(indexData.renderer.gameObject, GameObjectUtility.GetStaticEditorFlags(indexData.renderer.gameObject) | StaticEditorFlags.BatchingStatic);
                    }
                    if (indexData.terrain)
                    {
                        indexData.terrain.lightmapIndex = indexData.terrainLightmapIndex;
                    }
                }
#endif

                GameObject.DestroyImmediate(newRef);
            }
#endif


            // Copy terrain component specially because the generic routine doesn't work for some reason.
            Terrain terrain = newNode.GetComponent <Terrain>();
            if (terrain)
            {
                Terrain terrainClone = sector.gameObject.AddComponent <Terrain>();
                terrainClone.terrainData             = terrain.terrainData;
                terrainClone.basemapDistance         = terrain.basemapDistance;
                terrainClone.castShadows             = terrain.castShadows;
                terrainClone.detailObjectDensity     = terrain.detailObjectDensity;
                terrainClone.detailObjectDistance    = terrain.detailObjectDistance;
                terrainClone.heightmapMaximumLOD     = terrain.heightmapMaximumLOD;
                terrainClone.heightmapPixelError     = terrain.heightmapPixelError;
                terrainClone.lightmapIndex           = terrain.lightmapIndex;
                terrainClone.treeBillboardDistance   = terrain.treeBillboardDistance;
                terrainClone.treeCrossFadeLength     = terrain.treeCrossFadeLength;
                terrainClone.treeDistance            = terrain.treeDistance;
                terrainClone.treeMaximumFullLODCount = terrain.treeMaximumFullLODCount;
                terrainClone.Flush();
            }

            // Destroy the placeholder Member if there is one.
            // It's theoretically possible to have multiple members, so remove them all.
            SECTR_Member[] oldMembers    = newNode.GetComponents <SECTR_Member>();
            int            numOldMembers = oldMembers.Length;
            for (int oldIndex = 0; oldIndex < numOldMembers; ++oldIndex)
            {
                GameObject.DestroyImmediate(oldMembers[oldIndex]);
            }

            // Copy all remaining components over
            Component[] remainingComponents = newNode.GetComponents <Component>();
            int         numRemaining        = remainingComponents.Length;
            for (int componentIndex = 0; componentIndex < numRemaining; ++componentIndex)
            {
                Component component = remainingComponents[componentIndex];
                if (component != newNode.transform && component.GetType() != typeof(Terrain))
                {
                    Component componentClone = sector.gameObject.AddComponent(component.GetType());
                    EditorUtility.CopySerialized(component, componentClone);
                }
            }

            // Enable a TerrainComposer node if there is one.
            MonoBehaviour terrainNeighbors = sector.GetComponent("TerrainNeighbors") as MonoBehaviour;
            if (terrainNeighbors)
            {
                terrainNeighbors.enabled = true;
            }

            GameObject.DestroyImmediate(newNode);
            sector.Frozen = false;
            sector.ForceUpdate(true);
            chunk.enabled = false;
            return(true);
        }
        return(false);
    }
コード例 #3
0
    /// Exports the specific Sector into an external level file, deleting the current scene copy in the process. Safe to call from command line.
    /// <param name="sector">The Sector to export.</param>
    /// <returns>Returns true if Sector was successfully exported, false otherwise.</returns>
    public static bool ExportToChunk(SECTR_Sector sector)
    {
        if (string.IsNullOrEmpty(EditorApplication.currentScene))
        {
            Debug.LogError("Scene must be saved befor export.");
            return(false);
        }

        if (sector == null)
        {
            Debug.LogError("Cannot export null Sector.");
            return(false);
        }

        if (!sector.gameObject.activeInHierarchy)
        {
            Debug.LogError("Cannot export inactive Sectors.");
            return(false);
        }

        if (!sector.gameObject.isStatic)
        {
            Debug.Log("Skipping export of dynamic sector" + sector.name + ".");
            return(true);
        }

        if (sector.Frozen)
        {
            // Already exported
            Debug.Log("Skipping frozen sector " + sector.name);
            return(true);
        }

        string sceneDir;
        string sceneName;
        string exportDir = SECTR_Asset.MakeExportFolder("Chunks", false, out sceneDir, out sceneName);

        if (string.IsNullOrEmpty(exportDir))
        {
            Debug.LogError("Could not create Chunks folder.");
            return(false);
        }

        // Delete the previous export, if there is one.
        // Prevents duplicate names piling up.
        SECTR_Chunk oldChunk = sector.GetComponent <SECTR_Chunk>();

        if (oldChunk)
        {
            AssetDatabase.DeleteAsset(oldChunk.NodeName);
            SECTR_VC.WaitForVC();
        }

        // Sectors are not guaranteed to be uniquely named, so always generate a unique name.
        string originalSectorName = sector.name;
        string newAssetPath       = AssetDatabase.GenerateUniqueAssetPath(exportDir + sceneName + "_" + originalSectorName + ".unity");

        sector.name = newAssetPath;

        // Make sure the current scene is saved, preserving all changes.
        EditorApplication.SaveScene();
        SECTR_VC.WaitForVC();

        string originalScene = EditorApplication.currentScene;
        List <EditorBuildSettingsScene> sceneSettings = new List <EditorBuildSettingsScene>(EditorBuildSettings.scenes);

        // SaveScene can cause crashes w/ version control, so we work around it with a copy.
        AssetDatabase.CopyAsset(originalScene, newAssetPath);
        SECTR_VC.WaitForVC();

        EditorApplication.OpenScene(newAssetPath);
        SECTR_VC.WaitForVC();

        sector = _FindSectorByName(newAssetPath);

        // Make sure to force update all members so that membership info is correct.
        List <SECTR_Member> allMembers = FindAllOfType <SECTR_Member>();

        for (int memberIndex = 0; memberIndex < allMembers.Count; ++memberIndex)
        {
            allMembers[memberIndex].ForceUpdate(true);
        }

        // Multi-sector members need to stay in the master scene.
        foreach (SECTR_Member member in allMembers)
        {
            if (member.Sectors.Count > 1 && member.transform.IsChildOf(sector.transform))
            {
                bool unparentMember = true;

                // Only affect the first member in the hierarchy below the sector
                Transform parent = member.transform.parent;
                while (parent != sector.transform)
                {
                    if (parent.GetComponent <SECTR_Member>() != null)
                    {
                        unparentMember = false;
                        break;
                    }
                    parent = parent.parent;
                }

                if (unparentMember)
                {
                    if (PrefabUtility.GetPrefabType(sector.gameObject) != PrefabType.None)
                    {
                        Debug.LogWarning("Export is unparenting shared member " + member.name + " from prefab Sector " + sector.name + ". This will break the prefab.");
                    }
                    member.transform.parent = null;
                }
            }
        }

        // Unparent the sector from anything
        sector.transform.parent = null;

        // Any children of this sector should be exported.
        // The rest should be destroyed.
        List <Transform> allXforms = FindAllOfType <Transform>();

#if !UNITY_STREAM_ENLIGHTEN
        List <int> referencedLightmaps = new List <int>(LightmapSettings.lightmaps.Length);
#endif
        foreach (Transform transform in allXforms)
        {
            if (transform && transform.IsChildOf(sector.transform))
            {
#if !UNITY_STREAM_ENLIGHTEN
                Renderer childRenderer = transform.GetComponent <Renderer>();
                if (childRenderer && childRenderer.lightmapIndex >= 0 && !referencedLightmaps.Contains(childRenderer.lightmapIndex))
                {
                    referencedLightmaps.Add(childRenderer.lightmapIndex);
                }

                Terrain childTerrain = transform.GetComponent <Terrain>();;
                if (childTerrain && childTerrain.lightmapIndex >= 0 && !referencedLightmaps.Contains(childTerrain.lightmapIndex))
                {
                    referencedLightmaps.Add(childTerrain.lightmapIndex);
                }
#endif
            }
            else if (transform)
            {
                GameObject.DestroyImmediate(transform.gameObject);
            }
        }

#if !UNITY_STREAM_ENLIGHTEN
        if (referencedLightmaps.Count > 0)
        {
            SECTR_LightmapRef newRef = sector.GetComponent <SECTR_LightmapRef>();
            if (!newRef)
            {
                newRef = sector.gameObject.AddComponent <SECTR_LightmapRef>();
            }
            newRef.ReferenceLightmaps(referencedLightmaps);
        }

        // Nuke global data like nav meshes and lightmaps
        // Lightmap indexes will be preserved on export.
        NavMeshBuilder.ClearAllNavMeshes();
#if !UNITY_4
        SerializedObject   serialObj    = new SerializedObject(GameObject.FindObjectOfType <LightmapSettings>());
        SerializedProperty snapshotProp = serialObj.FindProperty("m_LightmapSnapshot");
        snapshotProp.objectReferenceValue = null;
        serialObj.ApplyModifiedProperties();
#endif
        LightmapSettings.lightmaps   = new LightmapData[0];
        LightmapSettings.lightProbes = new LightProbes();
#endif

        GameObject     dummyParent = new GameObject(newAssetPath);
        SECTR_ChunkRef chunkRef    = dummyParent.AddComponent <SECTR_ChunkRef>();
        chunkRef.RealSector     = sector.transform;
        sector.transform.parent = dummyParent.transform;

        // If the sector has a chunk marked for re-use, perform some special work.
        SECTR_Chunk originalChunk = sector.GetComponent <SECTR_Chunk>();
        if (originalChunk && originalChunk.ExportForReuse)
        {
            chunkRef.Recentered            = true;
            sector.transform.localPosition = Vector3.zero;
            sector.transform.localRotation = Quaternion.identity;
            sector.transform.localScale    = Vector3.one;
            sector.gameObject.SetActive(false);
        }

        // Rename the real chunk root with a clear name.
        sector.name = originalSectorName + "_Chunk";

        // Strip off any functional objects that will be preserved in the root scene.
        // Destroy the chunk first because it has dependencies on Sector.
        GameObject.DestroyImmediate(originalChunk);
        Component[] components = sector.GetComponents <Component>();
        foreach (Component component in components)
        {
            if (component.GetType().IsSubclassOf(typeof(MonoBehaviour)) &&
                component.GetType() != typeof(Terrain) && component.GetType() != typeof(SECTR_LightmapRef))
            {
                GameObject.DestroyImmediate(component);
            }
        }

        // Re-add a member that will persist all of the references and save us work post load.
        SECTR_Member refMember = chunkRef.RealSector.gameObject.AddComponent <SECTR_Member>();
        refMember.NeverJoin        = true;
        refMember.BoundsUpdateMode = SECTR_Member.BoundsUpdateModes.Static;
        refMember.ForceUpdate(true);

        // Save scene and append it to the build settings.
        EditorApplication.SaveScene();
        SECTR_VC.WaitForVC();

        EditorBuildSettingsScene sectorSceneSettings = new EditorBuildSettingsScene(newAssetPath, true);
        bool sceneExists = false;
        foreach (EditorBuildSettingsScene oldScene in sceneSettings)
        {
            if (oldScene.path == newAssetPath)
            {
                sceneExists      = true;
                oldScene.enabled = true;
                break;
            }
        }
        if (!sceneExists)
        {
            sceneSettings.Add(sectorSceneSettings);
        }
        string[] pathParts  = newAssetPath.Split('/');
        string   sectorPath = pathParts[pathParts.Length - 1].Replace(".unity", "");

        // Update the master scene with exported info.
        EditorApplication.OpenScene(originalScene);
        SECTR_VC.WaitForVC();

        sector      = _FindSectorByName(newAssetPath);
        sector.name = originalSectorName;

        DeleteExportedSector(sector);

        // Make sure Sectors has a Chunk
        SECTR_Chunk newChunk = sector.GetComponent <SECTR_Chunk>();
        if (!newChunk)
        {
            newChunk = sector.gameObject.AddComponent <SECTR_Chunk>();
        }
        newChunk.ScenePath = sectorPath;
        newChunk.NodeName  = newAssetPath;
        newChunk.enabled   = true;

        // Disable a TerrainComposer node if there is one.
        MonoBehaviour terrainNeighbors = sector.GetComponent("TerrainNeighbors") as MonoBehaviour;

        if (terrainNeighbors)
        {
            terrainNeighbors.enabled = false;
        }

        // Save off the accumulated build settings
        EditorBuildSettings.scenes = sceneSettings.ToArray();
        AssetDatabase.Refresh();

        EditorApplication.SaveScene();
        SECTR_VC.WaitForVC();

        return(true);
    }
コード例 #4
0
 void Awake()
 {
     SECTR_LightmapRef.InitRefCounts();
 }