예제 #1
0
        static public void load(GameObject goRootp, SceneRootData sceneRootData)
        {
            GraphRoot GraphRoot = goRootp.AddComponent <GraphRoot>();

            goRootp.transform.position = new Vector3(0, 0, 0);
            GraphRoot.initBySceneRootData(sceneRootData);
        }
예제 #2
0
        static public void create(GameObject goRootp, int xNum, int zNum, LayerMask layer, float tilex = 25f, float tilez = 25f)
        {
            GraphRoot GraphRoot = goRootp.AddComponent <GraphRoot>();

            goRootp.transform.position = new Vector3(0, 0, 0);
            GraphRoot.layer            = layer;
            GraphRoot.init(xNum, zNum, tilex, tilez);
        }
예제 #3
0
 public static void Save()
 {
     if (!EditorApplication.isPlaying)
     {
         EditorUtility.DisplayDialog("error", "场景必须在运行状态 ", "ok");
         return;
     }
     GraphRoot.save();
 }
예제 #4
0
        public static void Load()
        {
            //获取当前打开场景(path)
            string currSceneName = EditorApplication.currentScene;

            //获取当前打开场景名称
            currSceneName = currSceneName.Substring(currSceneName.LastIndexOf("/") + 1);
            currSceneName = currSceneName.Replace(".unity", "");
            SceneRootData sceneRootData = (SceneRootData)AssetDatabase.LoadAssetAtPath(string.Format("Assets/Resources/SceneRectData/SceneRectData_{0}.asset", currSceneName),
                                                                                       typeof(SceneRootData));

            GraphRoot.load(new GameObject("GraphLoadRoot"), sceneRootData);
        }
예제 #5
0
        public static void SetPrefab()
        {
            /*
             * if (EditorApplication.isPlaying)
             * {
             *  EditorUtility.DisplayDialog("error", "场景不能在运行状态 ", "ok");
             *  return;
             * }*/
            GraphSetting graphSetting = FindObjectOfType <GraphSetting>();

            if (graphSetting == null)
            {
                EditorUtility.DisplayDialog("error", "找不到 GraphSetting 组件", "ok");
                return;
            }

            GraphRoot.setPrefabByDataAsset(graphSetting.sceneRectDataAssetPath, graphSetting.prefabSearchPathArr);
        }
예제 #6
0
        public static void Build()
        {
            if (!EditorApplication.isPlaying)
            {
                //EditorUtility.DisplayDialog("error", "场景必须在运行状态 ", "ok");
                //return;
            }

            GraphSetting graphSetting = FindObjectOfType <GraphSetting>();

            if (graphSetting == null)
            {
                EditorUtility.DisplayDialog("error", "找不到 GraphSetting 组件", "ok");
                return;
            }
            //Tree8.isDebug = false;
            //GraphRoot.create(new GameObject("GraphRoot"), 4, 4, LayerMask.NameToLayer("Tree"));
            GraphRoot.create(new GameObject("GraphRoot"), graphSetting.xNum, graphSetting.zNum, graphSetting.layerMask, graphSetting.tilex, graphSetting.tilez);
        }
예제 #7
0
        //加载 Scene
        IEnumerator LoadGameSceneAsync(string assetBundleName)
        {
            WWW download = new WWW(AppContentPath() + assetBundleName);

            yield return(download);

            assetBundle = download.assetBundle;
            string[] assetPaths = assetBundle.GetAllAssetNames();

            SceneRootData sceneRootData = assetBundle.LoadAsset <SceneRootData>(assetPaths[0]);

            string goName = assetBundlesPath;

            if (assetBundlesPath.LastIndexOf("/") > -1)
            {
                goName = assetBundlesPath.Substring(assetBundlesPath.LastIndexOf("/") + 1);
            }

            GraphRoot.load(new GameObject("GraphRoot_" + goName), sceneRootData);

            //perfabAssetBundle = AssetBundle.LoadFromFile(Application.streamingAssetsPath +   "/" + "map001.prefab");
        }
예제 #8
0
        void OnGUI()
        {
            graphSetting = FindObjectOfType <GraphSetting>();
            if (graphSetting == null)
            {
                graphSetting = new GameObject("GraphSetting").AddComponent <GraphSetting>();
            }

            GUILayout.BeginVertical();

            EditorGUILayout.Space();
            EditorGUILayout.Space();

            GUILayout.BeginHorizontal();
            //获取当前打开场景(path)
            string currSceneName = EditorApplication.currentScene;

            //获取当前打开场景名称
            currSceneName = currSceneName.Substring(currSceneName.LastIndexOf("/") + 1);
            currSceneName = currSceneName.Replace(".unity", "");
            GUILayout.Label("SceneName");
            GUILayout.Label(currSceneName);

            GUILayout.EndHorizontal();

            EditorGUILayout.Space();
            //EditorGUILayout.Space();
            //EditorGUILayout.Space();

            GUILayout.BeginArea(new Rect(10, 90, 268, 480));

            GUILayout.BeginVertical();

            GUILayout.BeginHorizontal();
            GUILayout.Label("xNum");
            string xNumStr = (GUILayout.TextField(graphSetting.xNum.ToString()));

            int.TryParse(xNumStr, out graphSetting.xNum);
            GUILayout.Label("zNum");
            string zNumStr = (GUILayout.TextField(graphSetting.zNum.ToString()));

            int.TryParse(zNumStr, out graphSetting.zNum);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label("tilex  ");
            string tilexStr = GUILayout.TextField(graphSetting.tilex.ToString());

            int.TryParse(tilexStr, out graphSetting.tilex);  //int.Parse(GUILayout.TextField("20"));
            GUILayout.Label("tilez  ");
            string tilezStr = (GUILayout.TextField(graphSetting.tilez.ToString()));

            int.TryParse(tilezStr, out graphSetting.tilez);

            GUILayout.EndHorizontal();
            GUILayout.EndVertical();

            GUILayout.EndArea();

            GUILayout.BeginHorizontal();
            //GUILayout.Label("Layer");
            //layerName = GUILayout.TextField(layerName);

            string[] options = new string[32];//{"CanJump", "CanShoot", "CanSwim"};
            for (int i = 0; i < 32; i++)
            {
                options[i] = LayerMask.LayerToName(i);
            }

            graphSetting.layerMask = EditorGUILayout.MaskField(" 采集 layer ", graphSetting.layerMask, options);

            //EditorGUIUtility.
            //EditorGUILayout.MaskField(layer,

            if (GUILayout.Button("1 Build", GUILayout.Width(80)))
            {
                if (!EditorApplication.isPlaying)
                {
                    EditorUtility.DisplayDialog("error", "场景必须在运行状态 ", "ok");
                    return;
                }
                //Tree8.isDebug = false;
                GraphRoot.create(new GameObject("GraphRoot"), graphSetting.xNum, graphSetting.zNum, graphSetting.layerMask, graphSetting.tilex, graphSetting.tilez);
            }
            GUILayout.EndHorizontal();

            EditorGUILayout.Space();
            EditorGUILayout.Space();

            GUILayout.BeginHorizontal();
            GUILayout.BeginArea(new Rect(10, 90 + 100, 568, 280));
            GUILayout.Label("2.保存场景捕获数据SceneRectData到Resources");
            if (GUILayout.Button("2 Save Assets ", GUILayout.Width(218)))
            {
                if (!EditorApplication.isPlaying)
                {
                    EditorUtility.DisplayDialog("error", "场景必须在运行状态 ", "ok");
                    return;
                }
                GraphRoot.save();
            }
            GUILayout.EndArea();
            GUILayout.BeginArea(new Rect(10, 90 + 100 + 48, 568, 280));
            GUILayout.Label("3.设置SceneRectData中的Prefab路径 ");
            if (GUILayout.Button("3 Set SceneRectData PrefabPath  ", GUILayout.Width(218)))
            {
                if (EditorApplication.isPlaying)
                {
                    EditorUtility.DisplayDialog("error", "场景不能在运行状态 ", "ok");
                    return;
                }
                //GraphRoot.setPrefab();
            }
            GUILayout.EndArea();
            GUILayout.BeginArea(new Rect(10, 90 + 100 + 48 * 2, 568, 280));
            GUILayout.Label("4.打包 SceneRectData 到 AssetBundles ");
            if (GUILayout.Button("4 AssetBundles SceneRectData  ", GUILayout.Width(218)))
            {
                GraphEditor.AssetBundles();
            }
            GUILayout.EndArea();
            GUILayout.EndHorizontal();

            /*
             * GUILayout.BeginHorizontal();
             * //获取当前打开场景(path)
             * string currSceneName = EditorApplication.currentScene;
             * //获取当前打开场景名称
             * currSceneName = currSceneName.Substring(currSceneName.LastIndexOf("/") + 1);
             * currSceneName = currSceneName.Replace(".unity", "");
             * GUILayout.Label("SceneName");
             * GUILayout.Label(currSceneName);
             *
             * if (GUILayout.Button("Export", GUILayout.Width(80)))
             * {
             *  ExportSceneLightMap.Export();
             * }
             * GUILayout.EndHorizontal();
             *
             * // Lightmap 列表
             * LightmapData[] currSceneLightMaps = LightmapSettings.lightmaps;
             * int length = currSceneLightMaps.Length;
             *
             * foreach (LightmapData lightmapData in currSceneLightMaps)
             * {
             *  GUILayout.BeginHorizontal();
             *
             *  //GUILayout.Label(lightmapData.lightmapLight, typeof(Texture2D)) as Texture2D);
             *  EditorGUILayout.ObjectField(lightmapData.lightmapLight, typeof(Texture2D), true, GUILayout.Width(220));
             *
             *  GUILayout.EndHorizontal();
             * }
             * //end Lightmap 列表
             * //输出 Lightmap 列表
             * for (int i = 0; i < length; i++)
             * {
             *  GUILayout.BeginHorizontal();
             *  //获取 lm Texture2D
             *  Texture2D currLightMapColor = currSceneLightMaps[i].lightmapColor;
             *  Texture2D currLightMapDir = currSceneLightMaps[i].lightmapDir;
             *
             *  //格式化名称
             *  string currLightMapColorName = string.Format("Assets/Resources/Lightmap_{1}/LightmapColor_{0}_{1}", i, currSceneName);
             *  string currLightMapDirName = string.Format("Assets/Resources/Lightmap_{1}/LightmapDir_{0}_{1}", i, currSceneName);
             *
             *  GUILayout.Label("output >>>>>>> index = " + i);
             *
             *  if (File.Exists(Application.dataPath + currLightMapDirName.Replace("Assets", "") + ".exr"))
             *  {
             *      Texture2D currAssetLightMapDir = (Texture2D)AssetDatabase.LoadAssetAtPath(currLightMapDirName, typeof(Texture2D));
             *      EditorGUILayout.ObjectField(currAssetLightMapDir, typeof(Texture2D), true, GUILayout.Width(160));
             *  }
             *  if (File.Exists(Application.dataPath + currLightMapColorName.Replace("Assets", "") + ".exr"))
             *  {
             *      Texture2D currAssetLightMapColor = (Texture2D)AssetDatabase.LoadAssetAtPath(currLightMapColorName + ".exr", typeof(Texture2D));
             *      EditorGUILayout.ObjectField(currAssetLightMapColor, typeof(Texture2D), true, GUILayout.Width(160));
             *  }
             *  GUILayout.EndHorizontal();
             * }*/
            //end 输出 Lightmap 列表
            GUILayout.EndVertical();
        }
예제 #9
0
        /// <summary>
        /// 重新绑定Prefab
        /// </summary>

        /*
         * static public void setPrefab()
         * {
         #if UNITY_EDITOR
         *  //获取当前打开场景(path)
         *  string currSceneName = EditorApplication.currentScene;
         *  //获取当前打开场景名称
         *  currSceneName = currSceneName.Substring(currSceneName.LastIndexOf("/") + 1);
         *  currSceneName = currSceneName.Replace(".unity", "");
         *
         *  string sceneRectDataAssetPath = string.Format("Assets/Resources/SceneRectData/SceneRectData_{0}.asset", currSceneName);
         *
         *  string[] files = System.IO.Directory.GetFiles(Application.dataPath + "/Resources/SceneRectData/");
         *
         *  for (int i = 0; i < files.Length; i++)
         *  {
         *      string file = files[i];
         *      if (file.EndsWith(".meta"))
         *      {
         *          continue;
         *      }
         *      if (file.IndexOf(currSceneName) < 0)
         *      {
         *          continue;
         *      }
         *
         *      file = file.Substring(file.LastIndexOf("/Assets/Resources/") + 1);
         *      sceneRectDataAssetPath = file;
         *
         *      SceneRootData sceneRootData = (SceneRootData)AssetDatabase.LoadAssetAtPath(sceneRectDataAssetPath,
         *                                     typeof(SceneRootData));
         *
         *      Dictionary<string, UnityEngine.Object> prefabNameDic = new Dictionary<string, UnityEngine.Object>();
         *
         *      foreach (SceneRectData sceneRectData in sceneRootData.sceneRectDataArr)
         *      {
         *          foreach (SceneObjectData sceneObjectData in sceneRectData.sceneObjectDataArr)
         *          {
         *              GameObject gameObject = GameObject.Find(sceneObjectData.gameObjectPath);
         *              if (gameObject == null)
         *              {
         *                  EditorUtility.DisplayDialog("error", "无效路径=>" + sceneObjectData.gameObjectPath, "ok");
         *                  return;
         *              }
         *              if (PrefabUtility.GetPrefabType(gameObject) == PrefabType.PrefabInstance)
         *              {
         *                  UnityEngine.Object parentObject = EditorUtility.GetPrefabParent(gameObject);
         *                  string assetPath = AssetDatabase.GetAssetPath(parentObject);
         *                  //直接设置数据会更新到 Assets 文件
         *                  sceneObjectData.prefabName = assetPath;
         *
         *                  if (!prefabNameDic.ContainsKey(assetPath))
         *                  {
         *                      //GameObject prefabGo = null;
         *                      //prefabNameDic.TryGetValue(assetPath, out prefabGo);
         *                      prefabNameDic.Add(assetPath, parentObject);
         *                  }
         *                  Debug.LogWarning(gameObject + "  =  " + assetPath + "," + gameObject.GetInstanceID());
         *              }
         *              else
         *              {
         *
         *              }
         *          }
         *      }
         *
         *      sceneRootData.prefabPathArr = new string[prefabNameDic.Keys.Count];
         *      prefabNameDic.Keys.CopyTo(sceneRootData.prefabPathArr, 0);
         *
         *      sceneRootData.prefabAssetBundleNameArr = new string[prefabNameDic.Keys.Count];
         *      //设置依赖 prefab 打包
         *      for (int j = 0; j < sceneRootData.prefabPathArr.Length; j++)
         *      {
         *          //设置打包路径
         *          AssetImporter assetImporter = AssetImporter.GetAtPath(sceneRootData.prefabPathArr[j]);
         *          assetImporter.assetBundleName = currSceneName + ".prefab";
         *
         *          sceneRootData.prefabAssetBundleNameArr[j] = assetImporter.assetBundleName;
         *
         *          //GameObject prefab = (GameObject)AssetDatabase.LoadAssetAtPath(sceneRootData.prefabPathArr[i], typeof(GameObject));
         *          //GameObject prefabGameObject = GameObject.Instantiate<GameObject>(prefab);
         *          //prefabGameObject.transform.parent = prefabRoot.transform;
         *          //prefabNameDic.Add(sceneRootData.prefabPathArr[i], prefabGameObject);
         *
         *      }
         *  }
         *  //不需要删除后重新创建!!! LoadAssetAtPath 加载数据后【赋值】【直接更新】到 asset 文件!!
         *  //AssetDatabase.DeleteAsset(sceneRectDataAssetPath);
         *  //AssetDatabase.CreateAsset(sceneRootData, string.Format("Assets/Resources/SceneRectData/SceneRectData_{0}.asset", currSceneName));
         *  }
         #endif
         *
         * }
         */
        /// <summary>
        /// 保存场景数据到 序列化对象 SceneRootData 中
        /// 由工具链调用
        /// </summary>
        static public void save()
        {
            GraphRoot graphRoot = GameObject.FindObjectOfType <GraphRoot>();

            if (graphRoot == null)
            {
#if UNITY_EDITOR
                EditorUtility.DisplayDialog("error", " 场景没有 Root 请先执行 build 操作 ", "ok!");
#endif
                return;
            }

            SceneRootData sceneRootData = new SceneRootData();

            int xNum = graphRoot.x_Num;
            int zNum = graphRoot.z_Num;

            sceneRootData.xNum  = xNum;
            sceneRootData.zNum  = zNum;
            sceneRootData.tilex = graphRoot.tile_w;
            sceneRootData.tilez = graphRoot.tile_h;

            sceneRootData.sceneRectDataArr = new SceneRectData[graphRoot.transform.GetChildCount()];

            int index = 0;

            for (int x = 0; x < xNum; x++)
            {
                for (int z = 0; z < zNum; z++)
                {
                    Graph         t             = graphRoot.arr[x, z];
                    SceneRectData sceneRectData = new SceneRectData();
                    sceneRectData.xIndex             = x;
                    sceneRectData.zIndex             = z;
                    sceneRectData.sceneObjectDataArr = t.list.ToArray();

                    sceneRootData.sceneRectDataArr[index++] = sceneRectData;
                }
            }

            sceneRootData.prefabPathArr = new string[graphRoot.prefabNameDic.Keys.Count];
            graphRoot.prefabNameDic.Keys.CopyTo(sceneRootData.prefabPathArr, 0);

#if UNITY_EDITOR
            //获取当前打开场景(path)
            string currSceneName = EditorApplication.currentScene;
            //获取当前打开场景名称
            currSceneName = currSceneName.Substring(currSceneName.LastIndexOf("/") + 1);
            currSceneName = currSceneName.Replace(".unity", "");
            //string resourcesPath = Application.dataPath + string.Format("/Resources/SceneRectData_{0}", currSceneName);
            string resourcesPath = Application.dataPath + "/Resources/SceneRectData";
            if (!Directory.Exists(resourcesPath))
            {
                System.IO.Directory.CreateDirectory(resourcesPath);
            }
            //AssetDatabase.CreateAsset(sceneRootData, string.Format("Assets/Resources/SceneRectData/SceneRectData_{0}.asset", currSceneName));
            string colliderLayerStr = Convert.ToString(graphRoot.layer.value, 2);
            string layerStr         = string.Empty;
            char[] charArr          = colliderLayerStr.ToCharArray();
            Array.Reverse(charArr);

            for (int i = 0; i < colliderLayerStr.Length; i++)
            {
                char c        = charArr[i];
                int  layerInt = int.Parse(c.ToString());
                if (layerInt == 1)
                {
                    layerStr += LayerMask.LayerToName(i) + "_";
                }
            }
            AssetDatabase.CreateAsset(sceneRootData, string.Format("Assets/Resources/SceneRectData/SceneRectData_{0}_{1}.asset", currSceneName, layerStr));
            //AssetDatabase.CreateAsset(sceneRootData, string.Format("Assets/Resources/SceneRectData/SceneRectData_{0}_{1}.asset" , currSceneName, colliderLayerStr));
#endif
        }