public override void Deserialize(Dictionary <PCFResourceType, DataBlockBase> dataBlocks, UnityNodeBase parentNode, ResourceResponse resourceResponse, List <Action <UnityNodeBase> > postInstallActions, bool optimizedLoad) { if (!this.isDeserialized) { ResourceBlock dataBlock = dataBlocks[resourceType] as ResourceBlock; AssetResource resource = dataBlock.GetResource(this.referenceID); byte[] metaDataBuffer = resource.GetMetaData(); SerializedFieldData fieldData = ProtocolBufferSerializer.DeserializeFieldData(metaDataBuffer); string assemblyName = ProtocolBufferSerializer.GetAssemblyName(fieldData.assemblyType); string scriptTypeName = fieldData.typeName; string fieldName = fieldData.fieldName; Type scriptType = null; //Qualify type check with assembly name, GetType only looks in current assembly otherwise. if (!string.IsNullOrEmpty(assemblyName)) { scriptType = Type.GetType(scriptTypeName + ", " + assemblyName); } else { scriptType = Type.GetType(scriptTypeName); } if (scriptType != null) { Gradient gradient = new Gradient(); PropertySetter colorKeySetter = new PropertySetter("colorKeys", (System.Object val) => { gradient.colorKeys = val as GradientColorKey[]; }); PropertySetter alphaKeySetter = new PropertySetter("alphaKeys", (System.Object val) => { gradient.alphaKeys = val as GradientAlphaKey[]; }); List <PropertySetter> customValueSetters = new List <PropertySetter>(); customValueSetters.Add(colorKeySetter); customValueSetters.Add(alphaKeySetter); FieldDeserializer fieldDeserializer = new FieldDeserializer(customValueSetters, gradient); ResourceResponse response = new ResourceResponse(); response.SetFieldDeserializer(fieldDeserializer); for (int i = 0; i < this.ChildNodes.Count; i++) { UnityNodeBase child = this.ChildNodes[i]; child.Deserialize(dataBlocks, this, response, postInstallActions, optimizedLoad); } if (resourceResponse != null) { resourceResponse.GetFieldDeserializer.SetField(fieldName, gradient); } } this.isDeserialized = true; } }
public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions) { //Make sure this is always 36 characters long. this.referenceID = this.rootNode.GenerateID(); ComponentNode scriptNode = new ComponentNode(PCFResourceType.CLASS, referenceID, null, this.type.Name.ToString()); //Parent top level scripts to ObjectNode. objNode.AddChildNode(scriptNode); FieldInfo[] fields = this.type.GetFields(); for (int i = 0; i < fields.Length; i++) { if (fields[i].IsPublic && !fields[i].IsStatic) { SerializeField(serializedAssets, serializeOptions, scriptNode, postSerializeActions, fields[i]); } } AssetResource resource = new AssetResource(false); byte[] metaDataBuffer = ProtocolBufferSerializer.SerializeFieldData(this.type, this.fieldName, this.arrayItem, this.type.Assembly); resource.Serialize(this.referenceID, MetaDataType.PROTOBUF, metaDataBuffer, null); serializedAssets.AddResource(referenceID, PCFResourceType.CLASS, resource); }
public override void Deserialize(Dictionary <PCFResourceType, DataBlockBase> dataBlocks, UnityNodeBase parentNode, ResourceResponse resourceResponse, List <Action <UnityNodeBase> > postInstallActions, bool optimizedLoad) { if (!this.isDeserialized) { ResourceBlock dataBlock = dataBlocks[resourceType] as ResourceBlock; AssetResource resource = dataBlock.GetResource(this.referenceID); if (resource != null) { byte[] metaDataBuffer = resource.GetMetaData(); SerializedCollectionData collectionData = ProtocolBufferSerializer.DeserializeCollectionData(metaDataBuffer); string assemblyName = ProtocolBufferSerializer.GetAssemblyName(collectionData.assemblyType); string scriptTypeName = collectionData.typeName; string fieldName = collectionData.fieldName; int itemCount = collectionData.count; Type scriptType = null; //Qualify type check with assembly name, GetType only looks in current assembly otherwise. if (!string.IsNullOrEmpty(assemblyName)) { scriptType = Type.GetType(scriptTypeName + ", " + assemblyName); } else { scriptType = Type.GetType(scriptTypeName); } if (scriptType != null) { Array array = Array.CreateInstance(scriptType, itemCount); if (array != null) { FieldDeserializer arrayDeserializer = new FieldDeserializer(array); ResourceResponse response = new ResourceResponse(); response.SetFieldDeserializer(arrayDeserializer); foreach (UnityNodeBase node in this.ChildNodes) { node.Deserialize(dataBlocks, this, response, postInstallActions, optimizedLoad); arrayDeserializer.IncrementIndex(); } } if (resourceResponse != null) { resourceResponse.GetFieldDeserializer.SetField(fieldName, array); } } } this.isDeserialized = true; } }
public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions) { //Make sure this is always 36 characters long. this.referenceID = this.rootNode.GenerateID(); //If the datatype is not a primitive look for a class specific serializer to invoke. Assembly assembly = Assembly.GetAssembly(this.GetType()); string namespaceName = this.GetType().Namespace; string serializerName = namespaceName + "." + this.type.Name + "Serialization"; Type serializerType = assembly.GetType(serializerName, false); List <UInt32> collectionIDs = new List <UInt32>(); //See if there is a custom serializer defined for this type. if (serializerType != null) { ComponentNode componentNode = new ComponentNode(PCFResourceType.POINTERCOLLECTION, referenceID, null, this.type.Name.ToString()); objNode.AddChildNode(componentNode); for (int i = 0; i < this.values.Length; i++) { System.Object obj = this.values[i]; object serializerClass = Activator.CreateInstance(serializerType, Convert.ChangeType(obj, this.type), "", true, this.rootNode); MethodInfo serializeMethod = serializerType.GetMethod("Serialize"); MethodInfo pointerIDMethod = serializerType.GetMethod("GetPointerID"); object[] parameters = new object[4]; parameters[0] = serializedAssets; parameters[1] = serializeOptions; parameters[2] = componentNode; parameters[3] = postSerializeActions; serializeMethod.Invoke(serializerClass, parameters); UInt32 refID = (UInt32)pointerIDMethod.Invoke(serializerClass, null); collectionIDs.Add(refID); } AssetResource resource = new AssetResource(false); byte[] metaDataBuffer = ProtocolBufferSerializer.SerializeCollectionData(this.type, this.fieldName, collectionIDs.Count, collectionIDs.ToArray(), this.type.Assembly); resource.Serialize(this.referenceID, MetaDataType.PROTOBUF, metaDataBuffer, null); serializedAssets.AddResource(referenceID, PCFResourceType.POINTERCOLLECTION, resource); } }
public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions) { //Make sure this is always 36 characters long. this.referenceID = this.rootNode.GenerateID(); byte[] bytes = null; if (this.type == typeof(string)) { if (this.value != null) { bytes = System.Text.Encoding.UTF8.GetBytes((string)this.value); } } else if (this.type == typeof(int)) { bytes = BitConverter.GetBytes((int)this.value); } else if (this.type == typeof(float)) { bytes = BitConverter.GetBytes((float)this.value); } else if (this.type == typeof(double)) { bytes = BitConverter.GetBytes((double)this.value); } else if (this.type == typeof(bool)) { bytes = BitConverter.GetBytes((bool)this.value); } else if (this.type == typeof(byte[])) { bytes = (byte[])this.value; } if (bytes != null) { ComponentNode componentNode = new ComponentNode(PCFResourceType.PRIMITIVE, referenceID, null, this.type.Name.ToString()); objNode.AddChildNode(componentNode); AssetResource resource = new AssetResource(false); byte[] metaDataBuffer = ProtocolBufferSerializer.SerializeFieldData(this.type, this.fieldName, this.arrayItem, this.type.Assembly); resource.Serialize(this.referenceID, MetaDataType.PROTOBUF, metaDataBuffer, bytes); serializedAssets.AddResource(referenceID, PCFResourceType.PRIMITIVE, resource); } }
public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postserializeActions) { //Make sure this is always 36 characters long. this.referenceID = this.rootNode.GenerateID(); ComponentNode scriptNode = new ComponentNode(PCFResourceType.GRADIENT, referenceID, null, typeof(UnityEngine.Gradient).Name.ToString()); objNode.AddChildNode(scriptNode); GradientColorKey[] colorKeys = this.gradient.colorKeys; System.Object[] convertedColorKeys = new System.Object[colorKeys.Length]; for (int i = 0; i < colorKeys.Length; i++) { GradientColorKey colorKey = colorKeys[i]; convertedColorKeys[i] = colorKey as System.Object; } UnitySerializeCollection colorKeySerializer = new UnitySerializeCollection(convertedColorKeys, typeof(UnityEngine.GradientColorKey), null, "colorKeys", rootNode); colorKeySerializer.Serialize(serializedAssets, serializeOptions, scriptNode, postserializeActions); GradientAlphaKey[] alphaKeys = this.gradient.alphaKeys; System.Object[] convertedAlphaKeys = new System.Object[alphaKeys.Length]; for (int i = 0; i < alphaKeys.Length; i++) { GradientAlphaKey alphaKey = alphaKeys[i]; convertedAlphaKeys[i] = alphaKey as System.Object; } UnitySerializeCollection alphaKeySerializer = new UnitySerializeCollection(convertedAlphaKeys, typeof(UnityEngine.GradientAlphaKey), null, "alphaKeys", rootNode); alphaKeySerializer.Serialize(serializedAssets, serializeOptions, scriptNode, postserializeActions); AssetResource resource = new AssetResource(false); byte[] metaDataBuffer = ProtocolBufferSerializer.SerializeFieldData(this.gradient.GetType(), this.fieldName, this.arrayItem, this.gradient.GetType().Assembly); resource.Serialize(this.referenceID, MetaDataType.PROTOBUF, metaDataBuffer, null); serializedAssets.AddResource(referenceID, PCFResourceType.GRADIENT, resource); }
public override void Deserialize(Dictionary <PCFResourceType, DataBlockBase> dataBlocks, UnityNodeBase parentNode, ResourceResponse resourceResponse, List <Action <UnityNodeBase> > postInstallActions, bool optimizedLoad) { if (!this.isDeserialized) { ResourceBlock dataBlock = dataBlocks[resourceType] as ResourceBlock; AssetResource resource = dataBlock.GetResource(this.referenceID); string jsonString = System.Text.Encoding.UTF8.GetString(resource.GetMetaData()); JObject jsonObject = JObject.Parse(jsonString); animationClip = new AnimationClip(); animationClip.name = jsonObject.Value <string>("name"); animationClip.frameRate = jsonObject.Value <float>("frameRate"); animationClip.wrapMode = (UnityEngine.WrapMode)jsonObject.Value <int>("wrapMode"); animationClip.legacy = true; SerializedAnimationClip serializedAnimationClip = ProtocolBufferSerializer.DeserializeAnimationClipData(resource.GetResourceData()); foreach (int key in serializedAnimationClip.AnimationChannels.Keys) { SerializedAnimationChannelName channel = (SerializedAnimationChannelName)key; SerializedAnimationKeyFrame[] keyFrames = serializedAnimationClip.GetChannel(channel); AnimationCurve curve = CreateAnimationCurve(serializedAnimationClip.PostWrapMode, serializedAnimationClip.PreWrapMode, keyFrames); animationClip.SetCurve("", typeof(Transform), AnimationClipUtils.GetAnimationClipChannelName(channel), curve); } string fieldName = jsonObject.Value <string>("fieldName"); if (resourceResponse != null) { resourceResponse.GetFieldDeserializer.SetField(fieldName, animationClip); } this.isDeserialized = true; } }
public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postserializeActions) { this.referenceID = this.rootNode.GenerateID(); ComponentNode componentNode = new ComponentNode(PCFResourceType.TRANSFORMPOINTER, referenceID, null, this.transform.GetType().Name.ToString()); objNode.AddChildNode(componentNode); //Find the node this node points to in the tree. NodeBase transformNode = FindTransformInTree(rootNode, this.transform.name); UInt32 referencedID = transformNode.GetReferenceID(); AssetResource resource = new AssetResource(false); byte[] metaDataBuffer = ProtocolBufferSerializer.SerializeFieldData(this.transform.GetType(), this.fieldName, this.arrayItem, this.transform.GetType().Assembly); resource.Serialize(this.referenceID, MetaDataType.PROTOBUF, metaDataBuffer, BitConverter.GetBytes(referencedID)); serializedAssets.AddResource(referenceID, PCFResourceType.TRANSFORMPOINTER, resource); this.pointedID = transformNode.GetReferenceID(); }
public override void Deserialize(Dictionary <PCFResourceType, DataBlockBase> dataBlocks, UnityNodeBase parentNode, ResourceResponse resourceResponse, List <Action <UnityNodeBase> > postInstallActions, bool optimizedLoad) { if (!this.isDeserialized) { ResourceBlock dataBlock = dataBlocks[this.resourceType] as ResourceBlock; AssetResource resource = dataBlock.GetResource(this.referenceID); System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch(); watch.Start(); byte[] metaDataBuffer = resource.GetMetaData(); SerializedMaterial serializedMaterial = ProtocolBufferSerializer.DeserializeMaterialData(metaDataBuffer); string shaderName = serializedMaterial.ShaderName; this.material = new UnityEngine.Material(Shader.Find(shaderName)); this.material.name = serializedMaterial.DisplayName; ResourceResponse previousRequest = null; if (serializedMaterial.MaterialProperties != null) { foreach (KeyValuePair <string, SerializedMaterialProperty> pair in serializedMaterial.MaterialProperties) { if (pair.Value != null) { MaterialPropertyType propertyType = (MaterialPropertyType)pair.Value.PropertyType; if (propertyType == MaterialPropertyType.FloatType) { SerializedMaterialFloatProperty floatProperty = pair.Value as SerializedMaterialFloatProperty; this.material.SetFloat(pair.Key, floatProperty.Val); } else if (propertyType == MaterialPropertyType.VectorType) { SerializedMaterialVectorProperty vectorProperty = pair.Value as SerializedMaterialVectorProperty; Vector4 vector = new Vector4(vectorProperty.X, vectorProperty.Y, vectorProperty.Z, vectorProperty.W); this.material.SetVector(pair.Key, vector); } else if (propertyType == MaterialPropertyType.ColorType) { SerializedMaterialColorProperty colorProperty = pair.Value as SerializedMaterialColorProperty; Color color = new Color(colorProperty.R, colorProperty.G, colorProperty.B, colorProperty.A); this.material.SetColor(pair.Key, color); } else if (propertyType == MaterialPropertyType.TextureType) { SerializedMaterialTextureProperty textureProperty = pair.Value as SerializedMaterialTextureProperty; string propertyName = pair.Key; ResourceResponse textureRequest = new ResourceResponse(textureProperty.ReferenceID, (ResourceResponse response) => { material.SetTexture(propertyName, response.GetTextureRequest); }); if (previousRequest != null) { textureRequest.SetPreviousResponse(previousRequest); previousRequest.SetNextResponse(textureRequest); } previousRequest = textureRequest; } } } } if (previousRequest != null) { //Get the first request created. ResourceResponse firstRequest = previousRequest; while (true) { ResourceResponse previous = firstRequest.GetPreviousResponse(); if (previous == null) { break; } firstRequest = previous; } //Have each request set by one of the child nodes. for (int i = 0; i < this.ChildNodes.Count; i++) { UnityNodeBase child = this.ChildNodes[i]; child.Deserialize(dataBlocks, parentNode, firstRequest, postInstallActions, optimizedLoad); } } //Finish up and set material to whatever field/object that owns this node. ResourceResponse request = resourceResponse.CanHandle(GetReferenceID()); if (request != null) { request.HandleMaterialResponse(this.material); } watch.Stop(); //Debug.Log("Time to deserialize material: " + watch.ElapsedMilliseconds); this.isDeserialized = true; } }
public override void Deserialize(Dictionary <PCFResourceType, DataBlockBase> dataBlocks, UnityNodeBase parentNode, ResourceResponse resourceResponse, List <Action <UnityNodeBase> > postInstallActions, bool optimizedLoad) { if (!this.isDeserialized) { ResourceBlock dataBlock = dataBlocks[resourceType] as ResourceBlock; AssetResource resource = dataBlock.GetResource(this.referenceID); byte[] metaDataBuffer = resource.GetMetaData(); SerializedFieldData fieldData = ProtocolBufferSerializer.DeserializeFieldData(metaDataBuffer); if (fieldData != null) { byte[] data = resource.GetResourceData(); System.Object obj = null; if (data != null) { if (fieldData.type == 1) { obj = System.Text.Encoding.UTF8.GetString(data); } else if (fieldData.type == 2) { obj = BitConverter.ToInt32(data, 0); } else if (fieldData.type == 3) { obj = BitConverter.ToUInt32(data, 0); } else if (fieldData.type == 4) { obj = BitConverter.ToSingle(data, 0); } else if (fieldData.type == 5) { obj = BitConverter.ToDouble(data, 0); } else if (fieldData.type == 6) { obj = BitConverter.ToBoolean(data, 0); } else if (fieldData.type == 7) { obj = data; } if (resourceResponse != null) { if (fieldData.arrayItem) { resourceResponse.GetFieldDeserializer.SetArrayItem(obj); } else { resourceResponse.GetFieldDeserializer.SetField(fieldData.fieldName, obj); } } } } this.isDeserialized = true; } }
public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions) { //Make sure this is always 36 characters long. this.referenceID = this.rootNode.GenerateID(); #if UNITY_EDITOR string assetPath = AssetDatabase.GetAssetPath(animationClip); NodeBase animationNode = CheckSharedAnimationClip(this.rootNode, assetPath); if (animationNode != null) { UInt32 animationID = animationNode.GetReferenceID(); ComponentNode componentNode = new ComponentNode(PCFResourceType.ANIMATIONCLIPREFERENCE, referenceID, null, typeof(UnityEngine.AnimationClip).Name.ToString()); objNode.AddChildNode(componentNode); byte[] bytes = BitConverter.GetBytes(animationID); JObject metaData = new JObject(); metaData["fieldName"] = this.fieldName; AssetResource resource = new AssetResource(false); byte[] metaDataBuffer = System.Text.Encoding.UTF8.GetBytes(metaData.ToString(Formatting.None)); resource.Serialize(referenceID, MetaDataType.JSON, metaDataBuffer, bytes); serializedAssets.AddResource(referenceID, PCFResourceType.ANIMATIONCLIPREFERENCE, resource); this.pointedID = animationID; } else { ComponentNode componentNode = new ComponentNode(PCFResourceType.ANIMATIONCLIP, referenceID, assetPath, typeof(UnityEngine.AnimationClip).Name.ToString()); objNode.AddChildNode(componentNode); EditorCurveBinding[] curveBindings = AnimationUtility.GetCurveBindings(animationClip); AnimationCurve initialCurve = AnimationUtility.GetEditorCurve(animationClip, curveBindings[0]); SerializedAnimationClip serializedAnimationClip = new SerializedAnimationClip(); serializedAnimationClip.PostWrapMode = (int)initialCurve.postWrapMode; serializedAnimationClip.PreWrapMode = (int)initialCurve.preWrapMode; for (int i = 0; i < curveBindings.Length; i++) { string propertyName = curveBindings[i].propertyName; AnimationCurve animCurve = AnimationUtility.GetEditorCurve(animationClip, curveBindings[i]); SerializedAnimationKeyFrame[] serializedKeyFrames = new SerializedAnimationKeyFrame[animCurve.keys.Length]; for (int j = 0; j < animCurve.keys.Length; j++) { serializedKeyFrames[j] = new SerializedAnimationKeyFrame(); serializedKeyFrames[j].InTagent = animCurve.keys[j].inTangent; serializedKeyFrames[j].OutTangent = animCurve.keys[j].outTangent; serializedKeyFrames[j].Time = animCurve.keys[j].time; serializedKeyFrames[j].Value = animCurve.keys[j].value; } serializedAnimationClip.AddChannel(AnimationClipUtils.GetAnimationClipChannelName(propertyName), serializedKeyFrames); } JObject metaData = new JObject(); metaData["name"] = animationClip.name; metaData["frameRate"] = animationClip.frameRate; metaData["wrapMode"] = (int)animationClip.wrapMode; metaData["legacy"] = animationClip.legacy; metaData["fieldName"] = this.fieldName; byte[] data = ProtocolBufferSerializer.SerializeAnimationClipData(serializedAnimationClip); AssetResource resource = new AssetResource(false); byte[] metaDataBuffer = System.Text.Encoding.UTF8.GetBytes(metaData.ToString(Formatting.None)); resource.Serialize(referenceID, MetaDataType.JSON, metaDataBuffer, data); serializedAssets.AddResource(referenceID, PCFResourceType.ANIMATIONCLIP, resource); //Nodes store their resource when serializing componentNode.SetSerializer(this); //Make sure caller can get the actual material referenceID when serializing its metadata. this.pointedID = this.referenceID; } #endif }
public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions) { #if UNITY_EDITOR //Make sure this is always 36 characters long. this.referenceID = this.rootNode.GenerateID(); //Check if node hierarchy contains this material already. string path = AssetDatabase.GetAssetPath(this.material); NodeBase materialNode = CheckSharedMaterial(this.rootNode, path); //If material is already serialized (aka shared we simply serialize a pointer to it. if (materialNode != null) { //Debug.Log("Shared Material: " + path); UInt32 materialID = materialNode.GetReferenceID(); ComponentNode componentNode = new ComponentNode(PCFResourceType.MATERIALPOINTER, referenceID, null); objNode.AddChildNode(componentNode); byte[] bytes = BitConverter.GetBytes(materialID); //Create serialized asset by converting data to a bytearray and give it to the constructor. AssetResource resource = new AssetResource(false); resource.Serialize(referenceID, MetaDataType.UNKOWN, null, bytes); serializedAssets.AddResource(referenceID, PCFResourceType.MATERIALPOINTER, resource); //Make sure caller can get the actual material referenceID when serializing its metadata. this.pointedID = materialID; } else { ComponentNode componentNode = new ComponentNode(PCFResourceType.MATERIAL, referenceID, path); //Material nodes can and are most likely to be children of other component nodes. objNode.AddChildNode(componentNode); SerializedMaterial serializedMaterial = new SerializedMaterial(); serializedMaterial.DisplayName = this.material.name; serializedMaterial.ShaderName = this.material.shader.name; Dictionary <string, SerializedMaterialProperty> materialProperties = new Dictionary <string, SerializedMaterialProperty>(); // Iterate through children and get the textures of the material. Shader shader = this.material.shader; int count = ShaderUtil.GetPropertyCount(shader); for (int i = 0; i < count; i++) { ShaderUtil.ShaderPropertyType propertyType = ShaderUtil.GetPropertyType(shader, i); string propertyName = ShaderUtil.GetPropertyName(shader, i); SerializedMaterialProperty property = null; //Color property. if (propertyType == ShaderUtil.ShaderPropertyType.Float || propertyType == ShaderUtil.ShaderPropertyType.Range) { SerializedMaterialFloatProperty prop = new SerializedMaterialFloatProperty(); prop.Val = this.material.GetFloat(propertyName); prop.PropertyType = (int)MaterialPropertyType.FloatType; property = prop; } //Vector property. if (propertyType == ShaderUtil.ShaderPropertyType.Vector) { SerializedMaterialVectorProperty prop = new SerializedMaterialVectorProperty(); Vector4 vector = this.material.GetVector(propertyName); prop.X = vector.x; prop.Y = vector.y; prop.Z = vector.z; prop.W = vector.w; prop.PropertyType = (int)MaterialPropertyType.VectorType; property = prop; } //Float property. if (propertyType == ShaderUtil.ShaderPropertyType.Color) { SerializedMaterialColorProperty prop = new SerializedMaterialColorProperty(); Color color = this.material.GetColor(propertyName); prop.R = color.r; prop.G = color.g; prop.B = color.b; prop.A = color.a; prop.PropertyType = (int)MaterialPropertyType.ColorType; property = prop; } //Texture property. if (propertyType == ShaderUtil.ShaderPropertyType.TexEnv) { Texture2D texture = (Texture2D)this.material.GetTexture(propertyName); if (texture != null) { UnitySerializeTexture textureSerializer = new UnitySerializeTexture(texture, this.rootNode); textureSerializer.Serialize(serializedAssets, serializeOptions, componentNode, postSerializeActions); SerializedMaterialTextureProperty prop = new SerializedMaterialTextureProperty(); prop.ReferenceID = textureSerializer.GetReferenceID(); prop.PropertyType = (int)MaterialPropertyType.TextureType; property = prop; } } materialProperties.Add(propertyName, property); } serializedMaterial.MaterialProperties = materialProperties; //Create serialized asset by converting data to a bytearray and give it to the constructor. AssetResource resource = new AssetResource(false); byte[] metaDataBuffer = ProtocolBufferSerializer.SerializedMaterial(serializedMaterial); resource.Serialize(this.referenceID, MetaDataType.PROTOBUF, metaDataBuffer, null); serializedAssets.AddResource(referenceID, PCFResourceType.MATERIAL, resource); //Nodes store their resource when serializing componentNode.SetSerializer(this); //Make sure caller can get the actual material referenceID when serializing its metadata. this.pointedID = this.referenceID; } #endif }
public override void Deserialize(Dictionary <PCFResourceType, DataBlockBase> dataBlocks, UnityNodeBase parentNode, ResourceResponse resourceResponse, List <Action <UnityNodeBase> > postInstallActions, bool optimizedLoad) { if (!this.isDeserialized) { ResourceBlock dataBlock = dataBlocks[resourceType] as ResourceBlock; AssetResource resource = dataBlock.GetResource(this.referenceID); if (resource != null) { byte[] metaDataBuffer = resource.GetMetaData(); SerializedFieldData fieldData = ProtocolBufferSerializer.DeserializeFieldData(metaDataBuffer); string assemblyName = ProtocolBufferSerializer.GetAssemblyName(fieldData.assemblyType); if (assemblyName != null) { Type scriptType = null; //Qualify type check with assembly name, GetType only looks in current assembly otherwise. if (!string.IsNullOrEmpty(assemblyName)) { scriptType = Type.GetType(fieldData.typeName + ", " + assemblyName); } else { scriptType = Type.GetType(fieldData.typeName); } if (scriptType != null) { System.Object objectInstance = Activator.CreateInstance(scriptType); FieldDeserializer fieldDeserializer = new FieldDeserializer(scriptType.GetFields(), objectInstance); ResourceResponse response = new ResourceResponse(); response.SetFieldDeserializer(fieldDeserializer); foreach (UnityNodeBase node in this.ChildNodes) { node.Deserialize(dataBlocks, this, response, postInstallActions, optimizedLoad); } //if fieldname is empty its an array item. if (resourceResponse != null) { if (fieldData.arrayItem) { resourceResponse.GetFieldDeserializer.SetArrayItem(objectInstance); } else { resourceResponse.GetFieldDeserializer.SetField(fieldData.fieldName, objectInstance); } } } } } this.isDeserialized = true; } }