private void GeneratePrefab(AnimationBaker.BakedData bakedData) { string path = AssetDatabase.GetAssetPath(this); int start = path.LastIndexOf('/'); path = path.Remove(start, path.Length - start); path += "/" + name + ".prefab"; // Get info. NamingConventionUtils.PositionMapInfo info = bakedData.GetPositionMap.name.GetTextureInfo(); // Generate Material if (!AssetDatabaseUtils.HasChildAsset(this, material)) { material = AnimationMaterial.Create(name, materialShader, positionMap, useNormalA, useInterpolation, info.maxFrames); AssetDatabase.AddObjectToAsset(material, this); } else { material.Update(name, materialShader, positionMap, useNormalA, useInterpolation, info.maxFrames); } // Generate Prefab prefab = AnimationPrefab.Create(path, name, meshes, material, lodSettings.GetTransitionSettings()); }
private void GenerateBook(AnimationBaker.BakedData bakedData) { // Create book. if (!book) { book = CreateInstance <VA_AnimationBook>(); } book.name = string.Format("{0}_Book", name); book.positionMap = positionMap; book.animations = new List <VA_Animation>(); book.TryAddMaterial(material); // Save book. if (!AssetDatabaseUtils.HasChildAsset(this, book)) { AssetDatabase.AddObjectToAsset(book, this); } // Get animation info. List <NamingConventionUtils.PositionMapInfo> info = new List <NamingConventionUtils.PositionMapInfo>(); foreach (var t in bakedData.positionMaps) { info.Add(t.name.GetTextureInfo()); } // Create animations. for (int i = 0; i < info.Count; i++) { string animationName = string.Format("{0}_{1}", name, info[i].name); VA_AnimationData newData = new VA_AnimationData(animationName, info[i].frames, info[i].maxFrames, info[i].fps, i, -1); // Either update existing animation or create a new one. if (TryGetAnimationWithName(animationName, out VA_Animation animation)) { animation.SetData(newData); } else { animation = CreateInstance <VA_Animation>(); animation.name = animationName; animation.SetData(newData); animations.Add(animation); } book.TryAddAnimation(animation); } // Save animation objects. foreach (var a in animations) { AssetDatabaseUtils.TryAddChildAsset(book, a); } }