public static void PackRoomResourceBundle() { Config.Current.Room.SetFolders(); RoomManager.SyncRoomName(); //UWB_Texturing.BundleHandler.PackRawRoomTextureBundle(BuildTarget.StandaloneWindows); RoomHandler.PackRawRoomResourceBundle(UWB_Texturing.Config.RoomObject.GameObjectName); }
public static void InstantiateAllRooms() { Config.Current.Room.SetFolders(); string roomName = RoomManager.SyncRoomName(); UWB_Texturing.BundleHandler.InstantiateAllRooms(); }
public static void PackAllRoomBundles() { Config.Current.Room.SetFolders(); RoomManager.SyncRoomName(); //UWB_Texturing.BundleHandler.PackAllFinalRoomBundles(BuildTarget.StandaloneWindows); RoomHandler.PackAllRoomBundles(); }
public static void RemoveRoomRawInfo() { Config.Current.Room.SetFolders(); string roomName = RoomManager.SyncRoomName(); UWB_Texturing.BundleHandler.RemoveRawInfo(roomName); }
public static void RemoveRoomPrefab() { Config.Current.Room.SetFolders(); string roomName = RoomManager.SyncRoomName(); UWB_Texturing.PrefabHandler.DeletePrefab(roomName); }
public static void InstantiateRoomPrefab() { Config.Current.Room.SetFolders(); string roomName = RoomManager.SyncRoomName(); GameObject room = GameObject.Find(roomName); UWB_Texturing.PrefabHandler.CreateRoomPrefab(room); }
// private static PhotonView photonView; // public void Start() // { // //photonView = PhotonView.Get(GameObject.Find("NetworkManager").GetComponent<PhotonView>()); // photonView = PhotonView.Find(1); // if (photonView == null) // Debug.Log("Wrong photon view id given"); // // ERROR TESTING // } //#if UNITY_EDITOR // public static void PackRawResourcesBundle() // { // //string destinationDirectory = Config.AssetBundle.PC.CompileAbsoluteBundleDirectory(); // //UWB_Texturing.BundleHandler.PackRawRoomTextureBundle(destinationDirectory, BuildTarget.StandaloneWindows); // MUST INCORPORATE CODE THAT WILL ANALYZE TARGET ID/TARGET AND SET CORRECT BUILDTARGET FOR PACKING AND SENDING ASSET BUNDLE // UWB_Texturing.BundleHandler.PackRawRoomTextureBundle(BuildTarget.StandaloneWindows); // } // public static void PackRoomBundle() // { // //string destinationDirectory = Config.AssetBundle.PC.CompileAbsoluteBundleDirectory(); // //UWB_Texturing.BundleHandler.PackFinalRoomBundle(destinationDirectory, BuildTarget.StandaloneWindows); // MUST INCORPORATE CODE THAT WILL ANALYZE TARGET ID/TARGET AND SET CORRECT BUILDTARGET FOR PACKING AND SENDING ASSET BUNDLE // UWB_Texturing.BundleHandler.PackFinalRoomBundle(BuildTarget.StandaloneWindows); // } //#endif // public static void ExportRawResources(int targetID) // { // //string filepath = Config.AssetBundle.Current.CompileAbsoluteBundlePath(UWB_Texturing.Config.AssetBundle.RawPackage.CompileFilename()); // string filepath = Config.Current.AssetBundle.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RawPackage.CompileFilename()); // int rawRoomPort = Config.Ports.RoomResourceBundle_ClientToServer; //#if !UNITY_WSA_10_0 // SocketClient_PC.SendFile(ServerFinder.serverIP, rawRoomPort, filepath); // Debug.Log("Exporting raw room resources not currently implemented correctly! Doesn't consider target ID and just sends to master"); //#elif !UNITY_EDITOR && UNITY_WSA_10_0 // SocketClient_Hololens.SendFile(ServerFinder_Hololens.serverIP, rawRoomPort, filepath); //#endif // } //public static void ProcessRoomResources() //{ // string roomName = UWB_Texturing.Config.RoomObject.GameObjectName; // //string customOrientationFilepath = Config.AssetBundle.Current.CompileAbsoluteAssetPath(UWB_Texturing.Config.CustomOrientation.CompileFilename()); // string customOrientationFilepath = UWB_Texturing.Config.CustomOrientation.CompileAbsoluteAssetPath(UWB_Texturing.Config.CustomOrientation.CompileFilename(), roomName); // string unityMeshesRelativeDirectory = Config.AssetBundle.Current.AssetSubFolder; // string materialsRelativeDirectory = Config.AssetBundle.Current.AssetSubFolder; // if (File.Exists(customOrientationFilepath)) // { // // Build room object // string[] customOrientationFileLines = File.ReadAllLines(customOrientationFilepath); // UWB_Texturing.RoomModel.BuildRoomObject(roomName, customOrientationFileLines, unityMeshesRelativeDirectory, materialsRelativeDirectory); // } // else // { // Debug.Log("Unable to build room!"); // } // //UWB_Texturing.RoomModel.BuildRoomObject(File.ReadAllLines(Config.CustomOrientation.CompileAbsoluteAssetPath(Config.CustomOrientation.CompileFilename()))); //} #region Instantiate public static void InstantiateRoom() { Config.Current.Room.SetFolders(); string roomName = RoomManager.SyncRoomName(); string rawResourceBundlePath = UWB_Texturing.Config.AssetBundle.RawPackage.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RawPackage.CompileFilename(), roomName); UWB_Texturing.BundleHandler.InstantiateRoom(rawResourceBundlePath); }
public static void UnpackRoomBundle() { Config.Current.Room.SetFolders(); string roomName = RoomManager.SyncRoomName(); string roomBundlePath = UWB_Texturing.Config.AssetBundle.RoomPackage.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename(), roomName); UWB_Texturing.BundleHandler.UnpackFinalRoomTextureBundle(roomBundlePath); }
public static void RemoveAllEverything() { Config.Current.Room.SetFolders(); RoomManager.SyncRoomName(); UWB_Texturing.BundleHandler.RemoveAllRoomObjects(); UWB_Texturing.BundleHandler.RemoveAllRoomResources(); UWB_Texturing.BundleHandler.RemoveAllRawInfo(); }
public static void UnpackAllRoomBundles() { Config.Current.Room.SetFolders(); RoomManager.SyncRoomName(); UWB_Texturing.BundleHandler.UnpackAllFinalRoomTextureBundles(); }
public static void RemoveAllRoomPrefabs() { Config.Current.Room.SetFolders(); RoomManager.SyncRoomName(); UWB_Texturing.PrefabHandler.DeleteAllPrefabs(); }
public static void InstantiateAllRoomPrefabs() { Config.Current.Room.SetFolders(); RoomManager.SyncRoomName(); UWB_Texturing.PrefabHandler.CreateAllRoomPrefabs(); }