예제 #1
0
        private static AssetItem ImportSkeleton(List <AssetItem> assetReferences, UFile assetSource, UFile localPath, EntityInfo entityInfo)
        {
            var asset = new SkeletonAsset {
                Source = assetSource
            };

            if (entityInfo.Nodes != null)
            {
                foreach (var node in entityInfo.Nodes)
                {
                    asset.Nodes.Add(new NodeInformation(node.Name, node.Depth, node.Preserve));
                }
            }

            if (entityInfo.AnimationNodes != null && entityInfo.AnimationNodes.Count > 0)
            {
                asset.PreserveNodes(entityInfo.AnimationNodes);
            }

            var skeletonUrl = new UFile(localPath.GetFileName() + " Skeleton", null);
            var assetItem   = new AssetItem(skeletonUrl, asset);

            assetReferences.Add(assetItem);
            return(assetItem);
        }
예제 #2
0
        private static AssetItem ImportSkeleton(List <AssetItem> assetReferences, UFile assetSource, UFile localPath, EntityInfo entityInfo)
        {
            var asset = new SkeletonAsset {
                Source = assetSource
            };

            if (entityInfo.Nodes != null)
            {
                for (int i = 0; i < entityInfo.Nodes.Count; i++)
                {
                    var node     = entityInfo.Nodes[i];
                    var nodeInfo = new NodeInformation(node.Name, node.Depth, node.Preserve);

                    // Try to keep identifier id consistent
                    // TODO: We might remove this as we don't expect Skeleton asset to be inherited, but they could
                    int sameNameAndDepthCount = 0;
                    for (int j = 0; j < i; j++)
                    {
                        var againstNode = entityInfo.Nodes[i];
                        // If we found a node with the same name and depth, we use a increment a counter
                        if (againstNode.Name == node.Name && againstNode.Depth == node.Depth)
                        {
                            sameNameAndDepthCount++;
                        }
                    }

                    var nodeNameKey = nodeInfo.Name + nodeInfo.Depth + ((sameNameAndDepthCount > 0) ? "_" + sameNameAndDepthCount : string.Empty);
                    var nodeId      = ObjectId.FromBytes(Encoding.UTF8.GetBytes(nodeNameKey)).ToGuid();

                    IdentifiableHelper.SetId(nodeInfo, nodeId);

                    asset.Nodes.Add(nodeInfo);
                }
            }

            if (entityInfo.AnimationNodes != null && entityInfo.AnimationNodes.Count > 0)
            {
                asset.PreserveNodes(entityInfo.AnimationNodes);
            }

            var skeletonUrl = new UFile(localPath.GetFileName() + " Skeleton");
            var assetItem   = new AssetItem(skeletonUrl, asset);

            assetReferences.Add(assetItem);
            return(assetItem);
        }
예제 #3
0
        private static AssetItem ImportSkeleton(List<AssetItem> assetReferences, UFile assetSource, UFile localPath, EntityInfo entityInfo)
        {
            var asset = new SkeletonAsset { Source = assetSource };

            if (entityInfo.Nodes != null)
            {
                for (int i = 0; i < entityInfo.Nodes.Count; i++)
                {
                    var node = entityInfo.Nodes[i];
                    var nodeInfo = new NodeInformation(node.Name, node.Depth, node.Preserve);

                    // Try to keep identifier id consistent
                    // TODO: We might remove this as we don't expect Skeleton asset to be inherited, but they could
                    int sameNameAndDepthCount = 0;
                    for (int j = 0; j < i; j++)
                    {
                        var againstNode = entityInfo.Nodes[i];
                        // If we found a node with the same name and depth, we use a increment a counter
                        if (againstNode.Name == node.Name && againstNode.Depth == node.Depth)
                        {
                            sameNameAndDepthCount++;
                        }
                    }

                    var nodeNameKey = nodeInfo.Name + nodeInfo.Depth + ((sameNameAndDepthCount > 0) ? "_" + sameNameAndDepthCount : string.Empty);
                    var nodeId = ObjectId.FromBytes(Encoding.UTF8.GetBytes(nodeNameKey)).ToGuid();

                    IdentifiableHelper.SetId(nodeInfo, nodeId);

                    asset.Nodes.Add(nodeInfo);
                }
            }

            if (entityInfo.AnimationNodes != null && entityInfo.AnimationNodes.Count > 0)
                asset.PreserveNodes(entityInfo.AnimationNodes);

            var skeletonUrl = new UFile(localPath.GetFileName() + " Skeleton");
            var assetItem = new AssetItem(skeletonUrl, asset);
            assetReferences.Add(assetItem);
            return assetItem;
        }
예제 #4
0
        private static AssetItem ImportSkeleton(List<AssetItem> assetReferences, UFile assetSource, UFile localPath, EntityInfo entityInfo)
        {
            var asset = new SkeletonAsset { Source = assetSource };

            if (entityInfo.Nodes != null)
            {
                foreach (var node in entityInfo.Nodes)
                    asset.Nodes.Add(new NodeInformation(node.Name, node.Depth, node.Preserve));
            }

            if (entityInfo.AnimationNodes != null && entityInfo.AnimationNodes.Count > 0)
                asset.PreserveNodes(entityInfo.AnimationNodes);

            var skeletonUrl = new UFile(localPath.GetFileName() + " Skeleton", null);
            var assetItem = new AssetItem(skeletonUrl, asset);
            assetReferences.Add(assetItem);
            return assetItem;
        }