/// <summary> /// Converts the articy project. /// </summary> public void ConvertArticyProject() { if (articyData == null || mustReloadData) { ReviewArticyProject(); } if (articyData != null) { try { ArticyConverter.onProgressCallback += OnProgressCallback; string assetName = articyData.ProjectTitle.Replace(':', '_'); DialogueDatabase database = LoadOrCreateDatabase(assetName); if (database == null) { Debug.LogError(string.Format("{0}: Couldn't create asset '{1}'.", DialogueDebug.Prefix, assetName)); } else { ArticyConverter.ConvertArticyDataToDatabase(articyData, prefs, template, database); ArticyEditorTools.FindPortraitTexturesInAssetDatabase(database, prefs.PortraitFolder); EditorUtility.SetDirty(database); AssetDatabase.SaveAssets(); Debug.Log(string.Format("{0}: Created database '{1}' containing {2} actors, {3} conversations, {4} items/quests, {5} variables, and {6} locations.", DialogueDebug.Prefix, assetName, database.actors.Count, database.conversations.Count, database.items.Count, database.variables.Count, database.locations.Count), database); } } finally { ArticyConverter.onProgressCallback -= OnProgressCallback; EditorUtility.ClearProgressBar(); } } }
/// <summary> /// Converts the articy project. /// </summary> public void ConvertArticyProject() { if (articyData == null) { ReviewArticyProject(); } if (articyData != null) { try { string assetName = projectTitle.Replace(':', '_'); DialogueDatabase database = LoadOrCreateDatabase(assetName); if (database == null) { Debug.LogError(string.Format("{0}: Couldn't create asset '{1}'.", DialogueDebug.Prefix, assetName)); } else { ArticyConverter.ConvertArticyDataToDatabase(articyData, prefs, database); EditorUtility.SetDirty(database); AssetDatabase.SaveAssets(); Debug.Log(string.Format("{0}: Created database '{1}' containing {2} actors, {3} conversations, {4} items/quests, {5} variables, and {6} locations.", DialogueDebug.Prefix, assetName, database.actors.Count, database.conversations.Count, database.items.Count, database.variables.Count, database.locations.Count)); } } finally { EditorUtility.ClearProgressBar(); } } }