コード例 #1
0
        public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postserializeActions)
        {
            this.referenceID = this.rootNode.GenerateID();

            ComponentNode componentNode = new ComponentNode(PCFResourceType.TRANSFORMPOINTER, referenceID, null, this.transform.GetType().Name.ToString());

            objNode.AddChildNode(componentNode);

            //Find the node this node points to in the tree.
            NodeBase transformNode = FindTransformInTree(rootNode, this.transform.name);
            UInt32   referencedID  = transformNode.GetReferenceID();

            AssetResource resource = new AssetResource(false);

            byte[] metaDataBuffer = ProtocolBufferSerializer.SerializeFieldData(this.transform.GetType(), this.fieldName, this.arrayItem, this.transform.GetType().Assembly);
            resource.Serialize(this.referenceID, MetaDataType.PROTOBUF, metaDataBuffer, BitConverter.GetBytes(referencedID));

            serializedAssets.AddResource(referenceID, PCFResourceType.TRANSFORMPOINTER, resource);

            this.pointedID = transformNode.GetReferenceID();
        }
コード例 #2
0
        public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions)
        {
            //Make sure this is always 36 characters long.
            this.referenceID = this.rootNode.GenerateID();

                        #if UNITY_EDITOR
            string   assetPath     = AssetDatabase.GetAssetPath(animationClip);
            NodeBase animationNode = CheckSharedAnimationClip(this.rootNode, assetPath);

            if (animationNode != null)
            {
                UInt32 animationID = animationNode.GetReferenceID();

                ComponentNode componentNode = new ComponentNode(PCFResourceType.ANIMATIONCLIPREFERENCE, referenceID, null, typeof(UnityEngine.AnimationClip).Name.ToString());

                objNode.AddChildNode(componentNode);

                byte[] bytes = BitConverter.GetBytes(animationID);

                JObject metaData = new JObject();
                metaData["fieldName"] = this.fieldName;

                AssetResource resource = new AssetResource(false);

                byte[] metaDataBuffer = System.Text.Encoding.UTF8.GetBytes(metaData.ToString(Formatting.None));

                resource.Serialize(referenceID, MetaDataType.JSON, metaDataBuffer, bytes);

                serializedAssets.AddResource(referenceID, PCFResourceType.ANIMATIONCLIPREFERENCE, resource);

                this.pointedID = animationID;
            }
            else
            {
                ComponentNode componentNode = new ComponentNode(PCFResourceType.ANIMATIONCLIP, referenceID, assetPath, typeof(UnityEngine.AnimationClip).Name.ToString());

                objNode.AddChildNode(componentNode);

                EditorCurveBinding[] curveBindings = AnimationUtility.GetCurveBindings(animationClip);

                AnimationCurve          initialCurve            = AnimationUtility.GetEditorCurve(animationClip, curveBindings[0]);
                SerializedAnimationClip serializedAnimationClip = new SerializedAnimationClip();

                serializedAnimationClip.PostWrapMode = (int)initialCurve.postWrapMode;
                serializedAnimationClip.PreWrapMode  = (int)initialCurve.preWrapMode;

                for (int i = 0; i < curveBindings.Length; i++)
                {
                    string propertyName = curveBindings[i].propertyName;

                    AnimationCurve animCurve = AnimationUtility.GetEditorCurve(animationClip, curveBindings[i]);

                    SerializedAnimationKeyFrame[] serializedKeyFrames = new SerializedAnimationKeyFrame[animCurve.keys.Length];
                    for (int j = 0; j < animCurve.keys.Length; j++)
                    {
                        serializedKeyFrames[j] = new SerializedAnimationKeyFrame();

                        serializedKeyFrames[j].InTagent   = animCurve.keys[j].inTangent;
                        serializedKeyFrames[j].OutTangent = animCurve.keys[j].outTangent;
                        serializedKeyFrames[j].Time       = animCurve.keys[j].time;
                        serializedKeyFrames[j].Value      = animCurve.keys[j].value;
                    }

                    serializedAnimationClip.AddChannel(AnimationClipUtils.GetAnimationClipChannelName(propertyName), serializedKeyFrames);
                }

                JObject metaData = new JObject();
                metaData["name"]      = animationClip.name;
                metaData["frameRate"] = animationClip.frameRate;
                metaData["wrapMode"]  = (int)animationClip.wrapMode;
                metaData["legacy"]    = animationClip.legacy;
                metaData["fieldName"] = this.fieldName;

                byte[] data = ProtocolBufferSerializer.SerializeAnimationClipData(serializedAnimationClip);

                AssetResource resource = new AssetResource(false);

                byte[] metaDataBuffer = System.Text.Encoding.UTF8.GetBytes(metaData.ToString(Formatting.None));
                resource.Serialize(referenceID, MetaDataType.JSON, metaDataBuffer, data);

                serializedAssets.AddResource(referenceID, PCFResourceType.ANIMATIONCLIP, resource);

                //Nodes store their resource when serializing
                componentNode.SetSerializer(this);

                //Make sure caller can get the actual material referenceID when serializing its metadata.
                this.pointedID = this.referenceID;
            }
                        #endif
        }
コード例 #3
0
        public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions)
        {
                        #if UNITY_EDITOR
            //Make sure this is always 36 characters long.
            this.referenceID = this.rootNode.GenerateID();

            //Check if node hierarchy contains this material already.
            string   path         = AssetDatabase.GetAssetPath(this.material);
            NodeBase materialNode = CheckSharedMaterial(this.rootNode, path);

            //If material is already serialized (aka shared we simply serialize a pointer to it.
            if (materialNode != null)
            {
                //Debug.Log("Shared Material: " + path);

                UInt32 materialID = materialNode.GetReferenceID();

                ComponentNode componentNode = new ComponentNode(PCFResourceType.MATERIALPOINTER, referenceID, null);

                objNode.AddChildNode(componentNode);

                byte[] bytes = BitConverter.GetBytes(materialID);

                //Create serialized asset by converting data to a bytearray and give it to the constructor.
                AssetResource resource = new AssetResource(false);
                resource.Serialize(referenceID, MetaDataType.UNKOWN, null, bytes);

                serializedAssets.AddResource(referenceID, PCFResourceType.MATERIALPOINTER, resource);

                //Make sure caller can get the actual material referenceID when serializing its metadata.
                this.pointedID = materialID;
            }
            else
            {
                ComponentNode componentNode = new ComponentNode(PCFResourceType.MATERIAL, referenceID, path);

                //Material nodes can and are most likely to be children of other component nodes.
                objNode.AddChildNode(componentNode);

                SerializedMaterial serializedMaterial = new SerializedMaterial();
                serializedMaterial.DisplayName = this.material.name;
                serializedMaterial.ShaderName  = this.material.shader.name;

                Dictionary <string, SerializedMaterialProperty> materialProperties = new Dictionary <string, SerializedMaterialProperty>();

                // Iterate through children and get the textures of the material.
                Shader shader = this.material.shader;

                int count = ShaderUtil.GetPropertyCount(shader);
                for (int i = 0; i < count; i++)
                {
                    ShaderUtil.ShaderPropertyType propertyType = ShaderUtil.GetPropertyType(shader, i);
                    string propertyName = ShaderUtil.GetPropertyName(shader, i);

                    SerializedMaterialProperty property = null;

                    //Color property.
                    if (propertyType == ShaderUtil.ShaderPropertyType.Float || propertyType == ShaderUtil.ShaderPropertyType.Range)
                    {
                        SerializedMaterialFloatProperty prop = new SerializedMaterialFloatProperty();

                        prop.Val          = this.material.GetFloat(propertyName);
                        prop.PropertyType = (int)MaterialPropertyType.FloatType;

                        property = prop;
                    }
                    //Vector property.
                    if (propertyType == ShaderUtil.ShaderPropertyType.Vector)
                    {
                        SerializedMaterialVectorProperty prop = new SerializedMaterialVectorProperty();

                        Vector4 vector = this.material.GetVector(propertyName);
                        prop.X = vector.x;
                        prop.Y = vector.y;
                        prop.Z = vector.z;
                        prop.W = vector.w;

                        prop.PropertyType = (int)MaterialPropertyType.VectorType;

                        property = prop;
                    }
                    //Float property.
                    if (propertyType == ShaderUtil.ShaderPropertyType.Color)
                    {
                        SerializedMaterialColorProperty prop = new SerializedMaterialColorProperty();

                        Color color = this.material.GetColor(propertyName);

                        prop.R = color.r;
                        prop.G = color.g;
                        prop.B = color.b;
                        prop.A = color.a;

                        prop.PropertyType = (int)MaterialPropertyType.ColorType;

                        property = prop;
                    }

                    //Texture property.
                    if (propertyType == ShaderUtil.ShaderPropertyType.TexEnv)
                    {
                        Texture2D texture = (Texture2D)this.material.GetTexture(propertyName);

                        if (texture != null)
                        {
                            UnitySerializeTexture textureSerializer = new UnitySerializeTexture(texture, this.rootNode);
                            textureSerializer.Serialize(serializedAssets, serializeOptions, componentNode, postSerializeActions);

                            SerializedMaterialTextureProperty prop = new SerializedMaterialTextureProperty();

                            prop.ReferenceID  = textureSerializer.GetReferenceID();
                            prop.PropertyType = (int)MaterialPropertyType.TextureType;

                            property = prop;
                        }
                    }

                    materialProperties.Add(propertyName, property);
                }

                serializedMaterial.MaterialProperties = materialProperties;

                //Create serialized asset by converting data to a bytearray and give it to the constructor.
                AssetResource resource = new AssetResource(false);

                byte[] metaDataBuffer = ProtocolBufferSerializer.SerializedMaterial(serializedMaterial);
                resource.Serialize(this.referenceID, MetaDataType.PROTOBUF, metaDataBuffer, null);

                serializedAssets.AddResource(referenceID, PCFResourceType.MATERIAL, resource);

                //Nodes store their resource when serializing
                componentNode.SetSerializer(this);

                //Make sure caller can get the actual material referenceID when serializing its metadata.
                this.pointedID = this.referenceID;
            }
                        #endif
        }