コード例 #1
0
        public bool SetColor(XmlNode channels, string valueName)
        {
            XmlNode nodeXml = channels.SelectSingleNode(valueName);

            if (nodeXml != null)
            {
                Color color = SmallParserUtils.ParseColorXml(nodeXml.InnerText);
                _material.SetColor(valueName, color);
                return(color != Color.black);
            }
            return(false);
        }
コード例 #2
0
        public override void OnPostImport(string assetPath)
        {
            XmlDocument doc = new XmlDocument();

            doc.Load(assetPath);
            XmlNode root = doc.DocumentElement;

            string prefabPath = root.SelectSingleNode("Path").InnerText;
            string fileName   = Path.GetFileNameWithoutExtension(assetPath);
            string fullPath   = Path.Combine(prefabPath, fileName + ".prefab");

            // Load the prefab asset
            GameObject prefab = AssetDatabase.LoadMainAssetAtPath(fullPath) as GameObject;

            if (prefab == null)
            {
                SmallLogger.LogWarning(SmallLogger.LogType.PostImport, "There is no prefab at path " + fullPath);
                return;
            }
            GameObject prefabInstance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;

            Light light = prefabInstance.GetOrAddComponent <Light>();

            // Light type
            string type = root.SelectSingleNode("Type").InnerText;

            if (type == "POINT")
            {
                light.type  = LightType.Point;
                light.range = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Radius").InnerText);
            }
            else if (type == "SPOT")
            {
                light.type      = LightType.Spot;
                light.spotAngle = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("SpotSize").InnerText);
                light.range     = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Radius").InnerText);
            }
            else if (type == "SUN")
            {
                light.type = LightType.Directional;
            }
            else if (type == "AREA")
            {
                string shape = root.SelectSingleNode("Shape").InnerText;
                if (shape == "RECTANGLE")
                {
                    light.type = LightType.Rectangle;
                    float width  = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Width").InnerText);
                    float height = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Height").InnerText);
                    light.areaSize = new Vector2(width, height);
                }
                else if (shape == "DISC")
                {
                    light.type = LightType.Disc;
                    float radius = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Radius").InnerText);
                    light.areaSize = new Vector2(radius, radius);
                }
            }

            // Light color
            light.color     = SmallParserUtils.ParseColorXml(root.SelectSingleNode("Color").InnerText);
            light.intensity = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Power").InnerText) / 100.0f;

            // Save prefab asset
            PrefabUtility.RecordPrefabInstancePropertyModifications(light);
            PrefabUtility.ApplyPrefabInstance(prefabInstance, InteractionMode.AutomatedAction);

            // Clean up
            GameObject.DestroyImmediate(prefabInstance);

            // Force Unity to update the asset, without this we have to manually reload unity (by losing and gaining focus on the editor)
            AssetDatabase.ImportAsset(fullPath);
        }