public static void ExtractMaterial(this SyncPrefabScriptedImporter syncPrefabImporter, string materialName, string targetPath, bool bypassRemappedMaterials = true, bool assignRemaps = false, Action <Material> postExtractAction = null) { // TODO : implement single material extraction if (targetPath.Length != 0) { // getting existing remaps var existingRemaps = new Dictionary <string, Material>(); syncPrefabImporter.GetRemaps(out existingRemaps); // initializing new remaps var extractedRemaps = new Dictionary <string, Material>(); // getting all materials from imported objects var materials = new List <Material>(); syncPrefabImporter.GetImportedMaterials(out materials); // find material index // TODO : sorting materials by remaps order ? var index = materials.FindIndex(m => m.name == materialName); if (bypassRemappedMaterials && existingRemaps.ContainsValue(materials[index])) { return; } // duplicating material to destination var sourceName = materials[index].name; Material mCopy = new Material(materials[index]); postExtractAction?.Invoke(mCopy); AssetDatabase.CreateAsset(mCopy, targetPath); extractedRemaps.Add(sourceName, mCopy); // saving new materials AssetDatabase.SaveAssets(); if (assignRemaps) { var newRemaps = new Dictionary <string, Material>(); // mixing existing and extracted remaps foreach (KeyValuePair <string, Material> kvp in existingRemaps) { if (kvp.Value == null && extractedRemaps.ContainsKey(kvp.Key)) { newRemaps[kvp.Key] = extractedRemaps[kvp.Key]; } else { newRemaps[kvp.Key] = existingRemaps[kvp.Key]; } } syncPrefabImporter.SetRemaps(newRemaps); } } }
/// <summary> /// Extracts Imported Materials and assigns Remaps. /// </summary> /// <param name="syncPrefabImporter"></param> /// <param name="targetPath">Assets relative path to save new materials to.</param> /// <param name="bypassRemappedMaterials">Bypass already remapped materials.</param> /// <param name="assignRemaps">Automatically assign remaps after extraction.</param> /// <param name="postExtractAction">Action to call on extracted material.</param> public static void ExtractMaterials(this SyncPrefabScriptedImporter syncPrefabImporter, string targetPath, bool bypassRemappedMaterials = true, bool assignRemaps = false, Action <Material> postExtractAction = null) { if (targetPath.Length != 0) { // getting existing remaps var existingRemaps = new Dictionary <string, Material>(); syncPrefabImporter.GetRemaps(out existingRemaps); // initializing new remaps var extractedRemaps = new Dictionary <string, Material>(); // getting all materials from imported objects var materials = new List <Material>(); syncPrefabImporter.GetImportedMaterials(out materials); // duplicating materials to destination foreach (Material m in materials) { if (bypassRemappedMaterials && existingRemaps.ContainsValue(m)) { continue; } Material mCopy = new Material(m); postExtractAction?.Invoke(mCopy); AssetDatabase.CreateAsset(mCopy, Path.Combine(targetPath, m.name + ".mat")); extractedRemaps.Add(mCopy.name, mCopy); } // saving new materials AssetDatabase.SaveAssets(); if (assignRemaps) { var newRemaps = new Dictionary <string, Material>(); // mixing existing and extracted remaps foreach (KeyValuePair <string, Material> kvp in existingRemaps) { if (kvp.Value == null && extractedRemaps.ContainsKey(kvp.Key)) { newRemaps[kvp.Key] = extractedRemaps[kvp.Key]; } else { newRemaps[kvp.Key] = existingRemaps[kvp.Key]; } } syncPrefabImporter.SetRemaps(newRemaps); } } }