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; } }