예제 #1
0
        private void AssignSortingLayerNameTo(GameObject gameObject, XElement xml, ImportBehaviour importComponent)
        {
            string sortingLayer = ImportUtils.GetAttributeAsString(xml, "sortingLayerName", "");

            if (String.IsNullOrEmpty(sortingLayer))
            {
                return;
            }

            Renderer renderer = gameObject.GetComponent <Renderer>();

            if (renderer == null)
            {
                importComponent.RecordWarning("Sorting Layer '{0}' cannot be assigned on '{1}' without a RendererComponent", sortingLayer, gameObject.name);
                return;
            }

            if (!SortingLayerExposedEditor.GetSortingLayerNames().Contains(sortingLayer))
            {
                importComponent.RecordError("Sorting Layer \"{0}\" does not exist. Check your Project Settings -> Tags and Layers", sortingLayer);
                renderer.sortingLayerName = "Default";
            }

            renderer.sortingLayerName = sortingLayer;
        }
        // We need to call this while the renderers on the model is having its material assigned to it
        public Material FixMaterialForMeshRenderer(string objName, Renderer renderer)
        {
            string    xmlPath = GetXmlImportAssetPath(objName);
            XDocument xml     = XDocument.Load(xmlPath);

            // The mesh to match
            string meshName = renderer.name;

            // The mesh name may be decorated by Unity
            string pattern = @"_MeshPart[\d]$";
            Regex  regex   = new Regex(pattern);

            meshName = regex.Replace(meshName, "");

            var assignMaterials = xml.Root.Elements("AssignMaterial");

            // Find an assignment that matches the mesh renderer
            XElement match = assignMaterials.FirstOrDefault(el => el.Attribute("mesh").Value == meshName);

            if (match == null)
            {
                // The names of our meshes in the AssignMaterials elements may be wrong
                // This happened before when Unity replaced whitespace with underscore in our named meshes
                // That case is handled now, but there may be others
                StringBuilder builder = new StringBuilder();
                builder.AppendFormat("Could not find mesh named '{0}' for material matching\n", renderer.name);
                string choices = String.Join("\n  ", assignMaterials.Select(m => m.Attribute("mesh").Value).ToArray());
                builder.AppendFormat("Choices are:\n  {0}", choices);

                Debug.LogError(builder.ToString());
                return(null);
            }

            string materialName = match.Attribute("material").Value + ".mat";
            string materialPath = GetMaterialAssetPath(materialName);

            // Assign the material
            Material material = AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material)) as Material;

            if (material == null)
            {
                Debug.LogError(String.Format("Could not find material: {0}", materialName));
            }

            // Set the sorting layer for the mesh
            string sortingLayer = match.Attribute("sortingLayerName").Value;

            if (!String.IsNullOrEmpty(sortingLayer) && !SortingLayerExposedEditor.GetSortingLayerNames().Contains(sortingLayer))
            {
                Debug.LogError(string.Format("Sorting Layer \"{0}\" does not exist. Check your Project Settings -> Tags and Layers", sortingLayer));
                renderer.sortingLayerName = "Default";
            }
            else
            {
                renderer.sortingLayerName = sortingLayer;
            }

            // Set the sorting order
            renderer.sortingOrder = ImportUtils.GetAttributeAsInt(match, "sortingOrder");

            // Do we have an alpha color key?
            string htmlColor = ImportUtils.GetAttributeAsString(match, "alphaColorKey", "");

            if (!String.IsNullOrEmpty(htmlColor))
            {
                // Take for granted color is in the form '#RRGGBB'
                byte  r     = byte.Parse(htmlColor.Substring(1, 2), System.Globalization.NumberStyles.HexNumber);
                byte  g     = byte.Parse(htmlColor.Substring(3, 2), System.Globalization.NumberStyles.HexNumber);
                byte  b     = byte.Parse(htmlColor.Substring(5, 2), System.Globalization.NumberStyles.HexNumber);
                Color color = new Color32(r, g, b, 255);
                material.SetColor("_AlphaColorKey", color);
            }

            return(material);
        }
        private void AddGameObjectsTo(GameObject parent, XElement xml, bool isParentTrigger, string objPath, IList <ICustomTiledImporter> customImporters)
        {
            foreach (XElement goXml in xml.Elements("GameObject"))
            {
                string name     = ImportUtils.GetAttributeAsString(goXml, "name", "");
                string copyFrom = ImportUtils.GetAttributeAsString(goXml, "copy", "");

                GameObject child = null;
                if (!String.IsNullOrEmpty(copyFrom))
                {
                    float opacity = ImportUtils.GetAttributeAsFloat(goXml, "opacity", 1);
                    child = CreateCopyFromMeshObj(copyFrom, objPath, opacity);
                    if (child == null)
                    {
                        // We're in trouble. Errors should already be in the log.
                        return;
                    }

                    // Apply the sorting to the renderer of the mesh object we just copied into the child
                    Renderer renderer = child.GetComponent <Renderer>();

                    string sortingLayer = ImportUtils.GetAttributeAsString(goXml, "sortingLayerName", "");
                    if (!String.IsNullOrEmpty(sortingLayer) && !SortingLayerExposedEditor.GetSortingLayerNames().Contains(sortingLayer))
                    {
                        Debug.LogError(string.Format("Sorting Layer \"{0}\" does not exist. Check your Project Settings -> Tags and Layers", sortingLayer));
                        renderer.sortingLayerName = "Default";
                    }
                    else
                    {
                        renderer.sortingLayerName = sortingLayer;
                    }

                    // Set the sorting order
                    renderer.sortingOrder = ImportUtils.GetAttributeAsInt(goXml, "sortingOrder", 0);
                }
                else
                {
                    child = new GameObject();
                }

                if (!String.IsNullOrEmpty(name))
                {
                    child.name = name;
                }

                // Assign the child to the parent
                child.transform.parent = parent.transform;

                // Set the position
                float x = ImportUtils.GetAttributeAsFloat(goXml, "x", 0);
                float y = ImportUtils.GetAttributeAsFloat(goXml, "y", 0);
                child.transform.localPosition = new Vector3(x, y, 0);

                // Add any tile animators
                AddTileAnimatorsTo(child, goXml);

                // Do we have any collision data?
                // Check if we are setting 'isTrigger' for ourselves or for our childen
                bool isTrigger = ImportUtils.GetAttributeAsBoolean(goXml, "isTrigger", isParentTrigger);
                AddCollidersTo(child, isTrigger, goXml);

                // Do we have any children of our own?
                AddGameObjectsTo(child, goXml, isTrigger, objPath, customImporters);

                // Does this game object have a tag?
                AssignTagTo(child, goXml);

                // Does this game object have a layer?
                AssignLayerTo(child, goXml);

                // Are there any custom properties?
                HandleCustomProperties(child, goXml, customImporters);

                // Set scale and rotation *after* children are added otherwise Unity will have child+parent transform cancel each other out
                float sx = ImportUtils.GetAttributeAsFloat(goXml, "scaleX", 1.0f);
                float sy = ImportUtils.GetAttributeAsFloat(goXml, "scaleY", 1.0f);
                child.transform.localScale = new Vector3(sx, sy, 1.0f);

                // Set the rotation
                // Use negative rotation on the z component because of change in coordinate systems between Tiled and Unity
                Vector3 localRotation = new Vector3();
                localRotation.x             = (ImportUtils.GetAttributeAsBoolean(goXml, "flipY", false) == true) ? 180.0f : 0.0f;
                localRotation.y             = (ImportUtils.GetAttributeAsBoolean(goXml, "flipX", false) == true) ? 180.0f : 0.0f;
                localRotation.z             = -ImportUtils.GetAttributeAsFloat(goXml, "rotation", 0);
                child.transform.eulerAngles = localRotation;
            }
        }