예제 #1
0
        public override void OnPostImport(string assetPath)
        {
            XmlDocument doc = new XmlDocument();

            doc.Load(assetPath);
            XmlNode root = doc.DocumentElement;

            string prefabPath = root.SelectSingleNode("Path").InnerText;
            string fileName   = Path.GetFileNameWithoutExtension(assetPath);
            string fullPath   = Path.Combine(prefabPath, fileName + ".prefab");

            // Load the prefab asset
            GameObject prefab = AssetDatabase.LoadMainAssetAtPath(fullPath) as GameObject;

            if (prefab == null)
            {
                SmallLogger.LogWarning(SmallLogger.LogType.PostImport, "There is no prefab at path " + fullPath);
                return;
            }
            GameObject prefabInstance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;

            Camera camera = prefabInstance.GetOrAddComponent <Camera>();

            string projection = root.SelectSingleNode("Projection").InnerText;

            camera.orthographic = (projection != "PERSP");

            float fov = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Fov").InnerText);

            camera.fieldOfView = (Mathf.Atan(Mathf.Tan(Mathf.Deg2Rad * fov / 2.0f) / camera.aspect) * 2.0f) * Mathf.Rad2Deg;

            float near = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Near").InnerText);

            camera.nearClipPlane = near;

            float far = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Far").InnerText);

            camera.farClipPlane = far;

            float size = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Size").InnerText);

            camera.orthographicSize = size * 0.28f;

            // Save prefab asset
            PrefabUtility.RecordPrefabInstancePropertyModifications(camera);
            PrefabUtility.ApplyPrefabInstance(prefabInstance, InteractionMode.AutomatedAction);

            // Clean up
            GameObject.DestroyImmediate(prefabInstance);

            // Force Unity to update the asset, without this we have to manually reload unity (by losing and gaining focus on the editor)
            AssetDatabase.ImportAsset(fullPath);
        }
예제 #2
0
        public bool SetFloat(XmlNode channels, string valueName)
        {
            XmlNode nodeXml = channels.SelectSingleNode(valueName);

            if (nodeXml != null)
            {
                float value = SmallParserUtils.ParseFloatXml(nodeXml.InnerText);
                _material.SetFloat(valueName, value);
                return(true);
            }
            return(false);
        }
예제 #3
0
        public void SetTransparency(XmlNode channels, string propName)
        {
            XmlNode transparentXml = channels.SelectSingleNode("_Transparent");

            if (transparentXml != null)
            {
                string value     = transparentXml.InnerText;
                float  mode      = 0.0f;
                float  threshold = 0.5f;
                if (value == "OPAQUE")
                {
                    mode = 0.0f;
                }
                else if (value == "CLIP")
                {
                    mode = 1.0f;
                    XmlNode clipThresholdXml = channels.SelectSingleNode("_Cutoff");
                    if (clipThresholdXml != null)
                    {
                        threshold = SmallParserUtils.ParseFloatXml(clipThresholdXml.InnerText);
                    }
                }
                else if (value == "BLEND")
                {
                    mode = 2.0f;
                }

                // _Mode is for standard shaders
                _material.SetFloat("_Mode", mode);

                // Surface is for URP
                // Set surface to 1 if transparent
                _material.SetFloat("_Surface", mode > 0.0f ? 1.0f : 0.0f);
                _material.SetFloat("_AlphaClip", mode == 1.0f ? 1.0f : 0.0f);
                _material.SetFloat("_Cutoff", threshold);
            }
        }
예제 #4
0
        public void SetLightmap(XmlNode channels, string propName)
        {
            // Tile and lightmap data
            XmlNode tileMaxXml = channels.SelectSingleNode("_TileMax");

            if (tileMaxXml != null)
            {
                float tileMax   = SmallParserUtils.ParseFloatXml(tileMaxXml.InnerText);
                float tileScale = 1.0f / tileMax;
                _material.SetFloat("_TileScale", tileScale);

                float tileX = SmallParserUtils.ParseFloatXml(channels.SelectSingleNode("_TileX").InnerText);
                float tileY = SmallParserUtils.ParseFloatXml(channels.SelectSingleNode("_TileY").InnerText);
                _material.SetVector("_Offset", new Vector4(tileX * tileScale, tileY * tileScale));

                // Lightmap
                XmlNode lightmapXml = channels.SelectSingleNode("_Lightmap");
                if (lightmapXml != null)
                {
                    Texture texture = SmallParserUtils.ParseTextureXml(lightmapXml.InnerText);
                    _material.SetTexture("_Lightmap", texture);
                }
            }
        }
예제 #5
0
        public override void OnPostImport(string assetPath)
        {
            XmlDocument doc = new XmlDocument();

            doc.Load(assetPath);
            XmlNode root = doc.DocumentElement;

            string prefabPath = root.SelectSingleNode("Path").InnerText;
            string fileName   = Path.GetFileNameWithoutExtension(assetPath);
            string fullPath   = Path.Combine(prefabPath, fileName + ".prefab");

            // Load the prefab asset
            GameObject prefab = AssetDatabase.LoadMainAssetAtPath(fullPath) as GameObject;

            if (prefab == null)
            {
                SmallLogger.LogWarning(SmallLogger.LogType.PostImport, "There is no prefab at path " + fullPath);
                return;
            }
            GameObject prefabInstance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;

            Light light = prefabInstance.GetOrAddComponent <Light>();

            // Light type
            string type = root.SelectSingleNode("Type").InnerText;

            if (type == "POINT")
            {
                light.type  = LightType.Point;
                light.range = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Radius").InnerText);
            }
            else if (type == "SPOT")
            {
                light.type      = LightType.Spot;
                light.spotAngle = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("SpotSize").InnerText);
                light.range     = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Radius").InnerText);
            }
            else if (type == "SUN")
            {
                light.type = LightType.Directional;
            }
            else if (type == "AREA")
            {
                string shape = root.SelectSingleNode("Shape").InnerText;
                if (shape == "RECTANGLE")
                {
                    light.type = LightType.Rectangle;
                    float width  = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Width").InnerText);
                    float height = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Height").InnerText);
                    light.areaSize = new Vector2(width, height);
                }
                else if (shape == "DISC")
                {
                    light.type = LightType.Disc;
                    float radius = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Radius").InnerText);
                    light.areaSize = new Vector2(radius, radius);
                }
            }

            // Light color
            light.color     = SmallParserUtils.ParseColorXml(root.SelectSingleNode("Color").InnerText);
            light.intensity = SmallParserUtils.ParseFloatXml(root.SelectSingleNode("Power").InnerText) / 100.0f;

            // Save prefab asset
            PrefabUtility.RecordPrefabInstancePropertyModifications(light);
            PrefabUtility.ApplyPrefabInstance(prefabInstance, InteractionMode.AutomatedAction);

            // Clean up
            GameObject.DestroyImmediate(prefabInstance);

            // Force Unity to update the asset, without this we have to manually reload unity (by losing and gaining focus on the editor)
            AssetDatabase.ImportAsset(fullPath);
        }