public WriteToBabylonFile ( string outputFile ) : void | ||
outputFile | string | |
리턴 | void |
public void Export(bool run) { try { string sceneName = EditorSceneManager.GetActiveScene().name; exportationOptions.DefaultFolder = EditorUtility.SaveFolderPanel("Please select a folder", exportationOptions.DefaultFolder, ""); if (string.IsNullOrEmpty(exportationOptions.DefaultFolder)) { return; } Stopwatch watch = new Stopwatch(); watch.Start(); var jsWriter = new JsonWriter(); File.WriteAllText("Unity3D2Babylon.ini", jsWriter.Write(exportationOptions)); logs.Clear(); ReportProgress(0); var sceneBuilder = new SceneBuilder(exportationOptions.DefaultFolder, sceneName, exportationOptions); sceneBuilder.ConvertFromUnity(); ReportProgress(1, "Generating output file"); var outputFile = sceneBuilder.WriteToBabylonFile(); watch.Stop(); ReportProgress(1, string.Format("Exportation done in {0:0.00}s", watch.Elapsed.TotalSeconds)); EditorUtility.ClearProgressBar(); sceneBuilder.GenerateStatus(logs); ShowMessage("Exportation done"); if (run) { WebServer.SceneFolder = Path.GetDirectoryName(outputFile); WebServer.SceneFilename = Path.GetFileName(outputFile); Process.Start("http://localhost:" + WebServer.Port); } } catch (Exception ex) { EditorUtility.ClearProgressBar(); ShowMessage("A problem occurred: " + ex.Message + ex.StackTrace, "Error"); } }
public void Export() { try { int pos = EditorApplication.currentScene.LastIndexOf("/", StringComparison.Ordinal); string sceneName = EditorApplication.currentScene.Substring(pos + 1); exportationOptions.DefaultFolder = EditorUtility.SaveFolderPanel("Please select a folder", exportationOptions.DefaultFolder, ""); if (string.IsNullOrEmpty(exportationOptions.DefaultFolder)) { return; } Stopwatch watch = new Stopwatch(); watch.Start(); var jsWriter = new JsonWriter(); File.WriteAllText("Unity3D2Babylon.ini", jsWriter.Write(exportationOptions)); logs.Clear(); ReportProgress(0); var sceneBuilder = new SceneBuilder(exportationOptions.DefaultFolder, sceneName, exportationOptions); sceneBuilder.ConvertFromUnity(); ReportProgress(1, "Generating output file"); sceneBuilder.WriteToBabylonFile(); watch.Stop(); ReportProgress(1, string.Format("Exportation done in {0:0.00}s", watch.Elapsed.TotalSeconds)); EditorUtility.ClearProgressBar(); sceneBuilder.GenerateStatus(logs); ShowMessage("Exportation done"); } catch (Exception ex) { EditorUtility.ClearProgressBar(); ShowMessage("A problem occurred: " + ex.Message + ex.StackTrace, "Error"); } }
public void Export(bool preview) { try { // Validate lightmap bake in progress if (exportationOptions.ExportLightmaps && exportationOptions.DefaultLightmapBaking == (int)BabylonLightmapBaking.Enabled && Lightmapping.isRunning) { ShowMessage("There is a bake already in progress."); return; } // Validate default project folder selected if (String.IsNullOrEmpty(exportationOptions.DefaultProjectFolder)) { ShowMessage("No default project file selected."); return; } // Validate default project folder exists if (!Directory.Exists(exportationOptions.DefaultProjectFolder)) { if (ExporterWindow.ShowMessage("Create default project folder: " + exportationOptions.DefaultProjectFolder, "Babylon.js - Project not found", "Create")) { Directory.CreateDirectory(exportationOptions.DefaultProjectFolder); } else { return; } } // Get validate scene path info string[] sceneInfo = GetSceneInfomation(true); string sceneName = sceneInfo[0]; string scenePath = sceneInfo[1]; string scriptPath = sceneInfo[2]; string outputFile = sceneInfo[3]; string projectScript = sceneInfo[4]; if (!ExporterWindow.ShowMessage("Export current scene to babylon: " + sceneName, "Babylon.js", "Export")) { return; } // Save current scene info SaveSettings(); ExporterWindow.logs.Clear(); Stopwatch watch = new Stopwatch(); watch.Start(); ReportProgress(0, "Exporting " + scenePath); // Auto lightmap baking if (exportationOptions.ExportLightmaps && exportationOptions.DefaultLightmapBaking == (int)BabylonLightmapBaking.Enabled) { ReportProgress(1, "Baking lightmap textures... This may take a while."); Lightmapping.GIWorkflowMode workflow = Lightmapping.giWorkflowMode; Lightmapping.giWorkflowMode = Lightmapping.GIWorkflowMode.OnDemand; Lightmapping.Bake(); Lightmapping.giWorkflowMode = workflow; } // Save all open scenes ReportProgress(1, "Saving open scene information..."); UnityEditor.SceneManagement.EditorSceneManager.SaveOpenScenes(); // Build project preview if (preview) { Tools.GenerateProjectIndexPage(exportationOptions.DefaultProjectFolder, exportationOptions.ShowDebugControls, exportationOptions.DefaultScenePath, Path.GetFileName(outputFile), exportationOptions.DefaultScriptPath, Path.GetFileName(projectScript)); if (exportationOptions.BuildJavaScript || exportationOptions.CompileTypeScript) { Build(false, sceneInfo); } } // Build current scene BabylonSceneController sceneController = Tools.GetSceneController(); var sceneBuilder = new SceneBuilder(scenePath, sceneName, exportationOptions, sceneController, scriptPath); sceneBuilder.ConvertFromUnity(); ReportProgress(1, "Generating babylon scene... This may take a while."); sceneBuilder.WriteToBabylonFile(outputFile); watch.Stop(); ReportProgress(1, string.Format("Exportation done in {0:0.00}s", watch.Elapsed.TotalSeconds)); EditorUtility.ClearProgressBar(); sceneBuilder.GenerateStatus(logs); string done = preview ? "Preview" : "OK"; bool ok = ShowMessage("Scene exportation complete.", "Babylon.js", done); if (preview && ok) { Preview(); } } catch (Exception ex) { EditorUtility.ClearProgressBar(); ShowMessage("A problem occurred: " + ex.Message + ex.StackTrace, "Error"); } }
public void Export(bool run) { try { string sceneName = SceneManager.GetActiveScene().name; exportationOptions.DefaultFolder = EditorUtility.SaveFolderPanel("Please select a folder", exportationOptions.DefaultFolder, ""); if (string.IsNullOrEmpty(exportationOptions.DefaultFolder)) { return; } Stopwatch watch = new Stopwatch(); watch.Start(); var jsWriter = new JsonWriter(); File.WriteAllText("Unity3D2Babylon.ini", jsWriter.Write(exportationOptions)); logs.Clear(); ReportProgress(0); var sceneBuilder = new SceneBuilder(exportationOptions.DefaultFolder, sceneName, exportationOptions); sceneBuilder.ConvertFromUnity(); ReportProgress(1, "Generating output file"); var outputFile = sceneBuilder.WriteToBabylonFile(); watch.Stop(); ReportProgress(1, string.Format("Exportation done in {0:0.00}s", watch.Elapsed.TotalSeconds)); EditorUtility.ClearProgressBar(); sceneBuilder.GenerateStatus(logs); ShowMessage("Exportation done"); if (run) { WebServer.SceneFolder = Path.GetDirectoryName(outputFile); WebServer.SceneFilename = Path.GetFileName(outputFile); Process.Start("http://localhost:" + WebServer.Port); } } catch (Exception ex) { EditorUtility.ClearProgressBar(); ShowMessage("A problem occurred: " + ex.Message + ex.StackTrace, "Error"); } }
public void Export(bool preview) { try { // Validate lightmap bake in progress if (exportationOptions.ExportLightmaps && exportationOptions.DefaultLightmapBaking == (int)BabylonLightmapBaking.Enabled && Lightmapping.isRunning) { ShowMessage("There is a bake already in progress."); return; } // Validate default project folder selected if (String.IsNullOrEmpty(exportationOptions.DefaultProjectFolder)) { ShowMessage("No default project file selected."); return; } // Validate default project folder exists if (!Directory.Exists(exportationOptions.DefaultProjectFolder)) { if (ExporterWindow.ShowMessage("Create default project folder: " + exportationOptions.DefaultProjectFolder, "Babylon.js - Project not found", "Create")) { Directory.CreateDirectory(exportationOptions.DefaultProjectFolder); } else { return; } } // Get validate scene path info string[] sceneInfo = GetSceneInfomation(true); string sceneName = sceneInfo[0]; string scenePath = sceneInfo[1]; string scriptPath = sceneInfo[2]; string outputFile = sceneInfo[3]; string projectScript = sceneInfo[4]; if (!ExporterWindow.ShowMessage("Export current scene to babylon: " + sceneName, "Babylon.js", "Export")) { return; } // Save current scene info SaveSettings(); ExporterWindow.logs.Clear(); Stopwatch watch = new Stopwatch(); watch.Start(); ReportProgress(0, "Exporting " + scenePath); // Auto lightmap baking if (exportationOptions.ExportLightmaps && exportationOptions.DefaultLightmapBaking == (int)BabylonLightmapBaking.Enabled) { ReportProgress(1, "Baking lightmap textures... This may take a while."); Lightmapping.GIWorkflowMode workflow = Lightmapping.giWorkflowMode; Lightmapping.giWorkflowMode = Lightmapping.GIWorkflowMode.OnDemand; Lightmapping.Bake(); Lightmapping.giWorkflowMode = workflow; } // Save all open scenes ReportProgress(1, "Saving open scene information..."); UnityEditor.SceneManagement.EditorSceneManager.SaveOpenScenes(); // Build project preview if (preview) { Tools.GenerateProjectIndexPage(exportationOptions.DefaultProjectFolder, exportationOptions.ShowDebugControls, exportationOptions.DefaultScenePath, Path.GetFileName(outputFile), exportationOptions.DefaultScriptPath, Path.GetFileName(projectScript)); if (exportationOptions.BuildJavaScript || exportationOptions.CompileTypeScript) { Build(false, sceneInfo); } } // Build current scene BabylonSceneController sceneController = Tools.GetSceneController(); var sceneBuilder = new SceneBuilder(scenePath, sceneName, exportationOptions, sceneController, scriptPath); sceneBuilder.ConvertFromUnity(); ReportProgress(1, "Generating babylon scene... This may take a while."); sceneBuilder.WriteToBabylonFile(outputFile); watch.Stop(); ReportProgress(1, string.Format("Exportation done in {0:0.00}s", watch.Elapsed.TotalSeconds)); EditorUtility.ClearProgressBar(); sceneBuilder.GenerateStatus(logs); string done = preview ? "Preview" : "OK"; bool ok = ShowMessage("Scene exportation complete.", "Babylon.js", done); if (preview && ok) { Preview(); } } catch (Exception ex) { EditorUtility.ClearProgressBar(); ShowMessage("A problem occurred: " + ex.Message + ex.StackTrace, "Error"); } }
public void Export() { try { int pos = EditorApplication.currentScene.LastIndexOf("/", StringComparison.Ordinal); string sceneName = EditorApplication.currentScene.Substring(pos + 1); exportationOptions.DefaultFolder = EditorUtility.SaveFolderPanel("Please select a folder", exportationOptions.DefaultFolder, ""); if (string.IsNullOrEmpty(exportationOptions.DefaultFolder)) { return; } Stopwatch watch = new Stopwatch(); watch.Start(); var jsWriter = new JsonWriter(); File.WriteAllText("Unity3D2Babylon.ini", jsWriter.Write(exportationOptions)); logs.Clear(); ReportProgress(0); var sceneBuilder = new SceneBuilder(exportationOptions.DefaultFolder, sceneName, exportationOptions); sceneBuilder.ConvertFromUnity(); ReportProgress(1, "Generating output file"); sceneBuilder.WriteToBabylonFile(); watch.Stop(); ReportProgress(1, string.Format("Exportation done in {0:0.00}s", watch.Elapsed.TotalSeconds)); EditorUtility.ClearProgressBar(); sceneBuilder.GenerateStatus(logs); ShowMessage("Exportation done"); } catch (Exception ex) { EditorUtility.ClearProgressBar(); ShowMessage("A problem occurred: " + ex.Message + ex.StackTrace, "Error"); } }