public override void PackedSave(UMAPackedRecipeBase.UMAPackRecipe packedRecipe, UMAContext context)
 {
     recipeString = JsonMapper.ToJson(packedRecipe);
 }
예제 #2
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        public UMADnaBase[] GetAllDna()
        {
            List <UMADnaBase> unpackedDna = UMAPackedRecipeBase.UnPackDNA(packedDna);

            return(unpackedDna.ToArray());
        }
예제 #3
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        public static void ConvertToNonUMA(GameObject baseObject, UMAAvatarBase avatar, string Folder, bool ConvertNormalMaps, string CharName, bool AddStandaloneDNA)
        {
            Folder = Folder + "/" + CharName;

            if (!System.IO.Directory.Exists(Folder))
            {
                System.IO.Directory.CreateDirectory(Folder);
            }

            SkinnedMeshRenderer[] renderers = avatar.umaData.GetRenderers();
            int meshno = 0;

            foreach (SkinnedMeshRenderer smr in renderers)
            {
                Material[] mats = smr.sharedMaterials;

                int Material = 0;
                foreach (Material m in mats)
                {
                    // get each texture.
                    // if the texture has been generated (has no path) then we need to convert to Texture2D (if needed) save that asset.
                    // update the material with that material.
                    List <Texture> allTexture = new List <Texture>();
                    Shader         shader     = m.shader;
                    for (int i = 0; i < ShaderUtil.GetPropertyCount(shader); i++)
                    {
                        if (ShaderUtil.GetPropertyType(shader, i) == ShaderUtil.ShaderPropertyType.TexEnv)
                        {
                            string  propertyName = ShaderUtil.GetPropertyName(shader, i);
                            Texture texture      = m.GetTexture(propertyName);
                            if (texture is Texture2D || texture is RenderTexture)
                            {
                                bool   isNormal = false;
                                string path     = AssetDatabase.GetAssetPath(texture.GetInstanceID());
                                if (string.IsNullOrEmpty(path))
                                {
                                    if (ConvertNormalMaps)
                                    {
                                        if (propertyName.ToLower().Contains("bumpmap") || propertyName.ToLower().Contains("normal"))
                                        {
                                            // texture = ConvertNormalMap(texture);
                                            texture  = sconvertNormalMap(texture);
                                            isNormal = true;
                                        }
                                    }
                                    string texName = Path.Combine(Folder, CharName + "_Mat_" + Material + propertyName + ".png");
                                    SaveTexture(texture, texName);
                                    AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
                                    if (isNormal)
                                    {
                                        TextureImporter importer = (TextureImporter)TextureImporter.GetAtPath(texName);
                                        importer.isReadable         = true;
                                        importer.textureType        = TextureImporterType.NormalMap;
                                        importer.maxTextureSize     = 1024;                                     // or whatever
                                        importer.textureCompression = TextureImporterCompression.CompressedHQ;
                                        EditorUtility.SetDirty(importer);
                                        importer.SaveAndReimport();
                                    }

                                    Texture2D tex = AssetDatabase.LoadAssetAtPath <Texture2D>(CustomAssetUtility.UnityFriendlyPath(texName));
                                    m.SetTexture(propertyName, tex);
                                }
                            }
                        }
                    }
                    string matname = Folder + "/" + CharName + "_Mat_" + Material + ".mat";
                    CustomAssetUtility.SaveAsset <Material>(m, matname);
                    Material++;
                    // Save the material to disk?
                    // update the SMR
                }

                string meshName = Folder + "/" + CharName + "_Mesh_" + meshno + ".asset";
                meshno++;
                // Save Mesh to disk.
                smr.sharedMesh.Optimize();
                CustomAssetUtility.SaveAsset <Mesh>(smr.sharedMesh, meshName);
                smr.sharedMaterials = mats;
                smr.materials       = mats;
            }

            // save Animator Avatar.
            var animator = baseObject.GetComponent <Animator>();

            string avatarName = Folder + "/" + CharName + "_Avatar.asset";

            CustomAssetUtility.SaveAsset <Avatar>(animator.avatar, avatarName);

            DestroyImmediate(avatar);
            var lod = baseObject.GetComponent <UMASimpleLOD>();

            if (lod != null)
            {
                DestroyImmediate(lod);
            }

            if (AddStandaloneDNA)
            {
                UMAData       uda = baseObject.GetComponent <UMAData>();
                StandAloneDNA sda = baseObject.AddComponent <UMA.StandAloneDNA>();
                sda.PackedDNA = UMAPackedRecipeBase.GetPackedDNA(uda._umaRecipe);
                if (avatar is DynamicCharacterAvatar)
                {
                    DynamicCharacterAvatar avt = avatar as DynamicCharacterAvatar;
                    sda.avatarDefinition = avt.GetAvatarDefinition(true);
                }
                sda.umaData = uda;
            }
            else
            {
                var ud = baseObject.GetComponent <UMAData>();
                if (ud != null)
                {
                    DestroyImmediate(ud);
                }
            }
            var ue = baseObject.GetComponent <UMAExpressionPlayer>();

            if (ue != null)
            {
                DestroyImmediate(ue);
            }

            baseObject.name = CharName;
            string prefabName = Folder + "/" + CharName + ".prefab";

            prefabName = CustomAssetUtility.UnityFriendlyPath(prefabName);
            PrefabUtility.SaveAsPrefabAssetAndConnect(baseObject, prefabName, InteractionMode.AutomatedAction);
        }