Exemplo n.º 1
0
        public override void OnRun(ref RunItemContext context)
        {
            string result = string.Empty;
            string ext    = Path.GetExtension(context.item.descriptor.info);

            if (ext == ".prefab")
            {
                result = URP2DConverterUtility.UpgradePrefab(context.item.descriptor.info, UpgradeGameObject);
            }
            else if (ext == ".unity")
            {
                URP2DConverterUtility.UpgradeScene(context.item.descriptor.info, UpgradeGameObject);
            }
            else if (ext == ".mat")
            {
                URP2DConverterUtility.UpgradeMaterial(context.item.descriptor.info, m_SpritesDefaultShader, m_SpriteLitDefaultShader);
            }

            if (result != string.Empty)
            {
                context.didFail = true;
                context.info    = result;
            }
            else
            {
                context.hasConverted = true;
            }
        }
Exemplo n.º 2
0
        internal static void BatchConverters(List <RenderPipelineConverter> converters)
        {
            // This need to be sorted by Priority property
            converters = converters.OrderBy(o => o.priority).ToList();

            foreach (RenderPipelineConverter converter in converters)
            {
                List <ConverterItemDescriptor> converterItemInfos = new List <ConverterItemDescriptor>();
                var initCtx = new InitializeConverterContext {
                    items = converterItemInfos
                };
                initCtx.isBatchMode = true;
                converter.OnInitialize(initCtx, () => { });

                converter.OnPreRun();
                for (int i = 0; i < initCtx.items.Count; i++)
                {
                    var item = new ConverterItemInfo()
                    {
                        index      = i,
                        descriptor = initCtx.items[i],
                    };
                    var ctx = new RunItemContext(item);
                    ctx.isBatchMode = true;
                    converter.OnRun(ref ctx);

                    string converterStatus = ctx.didFail ? $"Fail\nInfo: {ctx.info}" : "Pass";
                    Debug.Log($"Name: {ctx.item.descriptor.name}\nConverter Status: {converterStatus}");
                }

                converter.OnPostRun();

                AssetDatabase.SaveAssets();
            }
        }
Exemplo n.º 3
0
        public override void OnRun(ref RunItemContext context)
        {
            var item = context.item;

            // is quality item
            if (m_SettingsItems[item.index].GetType() == typeof(RenderSettingItem))
            {
                GeneratePipelineAsset(m_SettingsItems[item.index] as RenderSettingItem);
            }
        }
Exemplo n.º 4
0
        private Object GetContextObject(ref RunItemContext ctx)
        {
            var item = ctx.item;
            var guid = guids[item.index];

            if (GlobalObjectId.TryParse(guid, out var globalId))
            {
                // Try loading the object
                // TODO: Upcoming changes to GlobalObjectIdentifierToObjectSlow will allow it
                //       to return direct references to prefabs and their children.
                //       Once that change happens there are several items which should be adjusted.
                var obj = GlobalObjectId.GlobalObjectIdentifierToObjectSlow(globalId);

                // If the object was not loaded, it is probably part of an unopened scene;
                // if so, then the solution is to first load the scene here.
                var objIsInSceneOrPrefab = globalId.identifierType == 2; // 2 is IdentifierType.kSceneObject
                if (!obj &&
                    objIsInSceneOrPrefab)
                {
                    // Open the Containing Scene Asset in the Hierarchy so the Object can be manipulated
                    var mainAssetPath = AssetDatabase.GUIDToAssetPath(globalId.assetGUID);
                    var mainAsset     = AssetDatabase.LoadAssetAtPath <Object>(mainAssetPath);
                    AssetDatabase.OpenAsset(mainAsset);

                    // If a prefab stage was opened, then mainAsset is the root of the
                    // prefab that contains the target object, so reference that for now,
                    // until GlobalObjectIdentifierToObjectSlow is updated
                    if (PrefabStageUtility.GetCurrentPrefabStage() != null)
                    {
                        obj = mainAsset;
                    }

                    // Reload object if it is still null (because it's in a previously unopened scene)
                    if (!obj)
                    {
                        obj = GlobalObjectId.GlobalObjectIdentifierToObjectSlow(globalId);
                        if (!obj)
                        {
                            ctx.didFail = true;
                            ctx.info    = $"Object {globalId.assetGUID} failed to load...";
                        }
                    }
                }

                return(obj);
            }

            ctx.didFail = true;
            ctx.info    = $"Failed to parse Global ID {item.descriptor.info}...";

            return(null);
        }
Exemplo n.º 5
0
        public override void OnRun(ref RunItemContext ctx)
        {
            var obj         = LoadObject(ref ctx);
            var result      = true;
            var errorString = new StringBuilder();

            if (obj != null)
            {
                var materials = MaterialReferenceBuilder.GetMaterialsFromObject(obj);

                foreach (var material in materials)
                {
                    if (material == null)
                    {
                        continue;
                    }
                    // there might be multiple materials on this object, we only care about the ones we explicitly try to remap that fail
                    if (!MaterialReferenceBuilder.GetIsReadonlyMaterial(material))
                    {
                        continue;
                    }
                    if (!ReadonlyMaterialMap.Map.ContainsKey(material.name))
                    {
                        continue;
                    }
                    if (!ReassignMaterial(obj, material.name, ReadonlyMaterialMap.Map[material.name]))
                    {
                        result = false;
                        errorString.AppendLine($"Material {material.name} failed to be reassigned");
                    }
                }
            }
            else
            {
                result = false;
                errorString.AppendLine($"Object {ctx.item.descriptor.name} could not be loaded");
            }

            if (!result)
            {
                ctx.didFail = true;
                ctx.info    = errorString.ToString();
            }
            else
            {
                // make sure the changes get saved
                EditorUtility.SetDirty(obj);
                var currentScene = SceneManager.GetActiveScene();
                EditorSceneManager.SaveScene(currentScene);
            }
        }
 void ConvertIndex(int coreConverterIndex, int index)
 {
     if (!m_ConverterStates[coreConverterIndex].items[index].hasConverted)
     {
         m_ConverterStates[coreConverterIndex].items[index].hasConverted = true;
         var item = new ConverterItemInfo()
         {
             index      = index,
             descriptor = m_ItemsToConvert[coreConverterIndex][index],
         };
         var ctx = new RunItemContext(item);
         m_CoreConvertersList[coreConverterIndex].OnRun(ref ctx);
         UpdateInfo(coreConverterIndex, ctx);
     }
 }
Exemplo n.º 7
0
        private Object LoadObject(ref RunItemContext ctx)
        {
            var item = ctx.item;
            var guid = guids[item.index];

            if (GlobalObjectId.TryParse(guid, out var gid))
            {
                var obj = GlobalObjectId.GlobalObjectIdentifierToObjectSlow(gid);
                if (!obj)
                {
                    // Open container scene
                    if (gid.identifierType == (int)IdentifierType.kSceneObject)
                    {
                        var containerPath = AssetDatabase.GUIDToAssetPath(gid.assetGUID);

                        var mainInstanceID = AssetDatabase.LoadAssetAtPath <Object>(containerPath);
                        AssetDatabase.OpenAsset(mainInstanceID);

                        // if we have a prefab open, then we already have the object we need to update
                        var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
                        if (prefabStage != null)
                        {
                            obj = mainInstanceID;
                        }

                        // Reload object if it is still null
                        if (obj == null)
                        {
                            obj = GlobalObjectId.GlobalObjectIdentifierToObjectSlow(gid);
                            if (!obj)
                            {
                                ctx.didFail = true;
                                ctx.info    = $"Object {gid.assetGUID} failed to load...";
                            }
                        }
                    }
                }

                return(obj);
            }

            ctx.didFail = true;
            ctx.info    = $"Failed to parse Global ID {item.descriptor.info}...";

            return(null);
        }
        void UpdateInfo(int stateIndex, RunItemContext ctx)
        {
            if (ctx.didFail)
            {
                m_ConverterStates[stateIndex].items[ctx.item.index].message = ctx.info;
                m_ConverterStates[stateIndex].items[ctx.item.index].status  = Status.Error;
                m_ConverterStates[stateIndex].errors++;
            }
            else
            {
                m_ConverterStates[stateIndex].items[ctx.item.index].status = Status.Success;
                m_ConverterStates[stateIndex].success++;
            }

            m_ConverterStates[stateIndex].pending--;

            // Making sure that this is set here so that if user is clicking Convert again it will not run again.
            ctx.hasConverted = true;

            VisualElement child = m_ScrollView[stateIndex];

            child.Q <ListView>("converterItems").Refresh();
        }
Exemplo n.º 9
0
 /// <summary>
 /// The method that will be run when converting the assets.
 /// </summary>
 /// <param name="context">The context that will be used when executing converter.</param>
 public abstract void OnRun(ref RunItemContext context);
Exemplo n.º 10
0
        public override void OnRun(ref RunItemContext context)
        {
            var obj = GetContextObject(ref context);

            if (!obj)
            {
                context.didFail = true;
                context.info    = "Could not be converted because the target object was lost.";
                return;
            }

            BIRPRendering.PostProcessVolume[] oldVolumes = null;
            BIRPRendering.PostProcessLayer[]  oldLayers  = null;

            // TODO: Upcoming changes to GlobalObjectIdentifierToObjectSlow will allow
            //       this to be inverted, and the else to be deleted.
#if false
            if (obj is GameObject go)
            {
                oldVolumes = go.GetComponents <BIRPRendering.PostProcessVolume>();
                oldLayers  = go.GetComponents <BIRPRendering.PostProcessLayer>();
            }
            else if (obj is MonoBehaviour mb)
            {
                oldVolumes = mb.GetComponents <BIRPRendering.PostProcessVolume>();
                oldLayers  = mb.GetComponents <BIRPRendering.PostProcessLayer>();
            }
#else
            if (obj is GameObject go)
            {
                oldVolumes = go.GetComponentsInChildren <BIRPRendering.PostProcessVolume>();
                oldLayers  = go.GetComponentsInChildren <BIRPRendering.PostProcessLayer>();
            }
            else if (obj is MonoBehaviour mb)
            {
                oldVolumes = mb.GetComponentsInChildren <BIRPRendering.PostProcessVolume>();
                oldLayers  = mb.GetComponentsInChildren <BIRPRendering.PostProcessLayer>();
            }
#endif

            // Note: even if nothing needs to be converted, that should still count as success,
            //       though it shouldn't ever actually occur.
            var succeeded   = true;
            var errorString = new StringBuilder();

            if (effectConverters == null ||
                effectConverters.Count() == 0 ||
                effectConverters.Any(converter => converter == null))
            {
                effectConverters = GetAllBIRPConverters();
            }

            if (oldVolumes != null)
            {
                foreach (var oldVolume in oldVolumes)
                {
                    ConvertVolume(oldVolume, ref succeeded, errorString);
                }
            }

            if (oldLayers != null)
            {
                foreach (var oldLayer in oldLayers)
                {
                    ConvertLayer(oldLayer, ref succeeded, errorString);
                }
            }

            if (obj is BIRPRendering.PostProcessProfile oldProfile)
            {
                ConvertProfile(oldProfile, ref succeeded, errorString);
            }

            if (!succeeded)
            {
                context.didFail = true;
                context.info    = errorString.ToString();
            }
            else
            {
                var currentScene = SceneManager.GetActiveScene();
                EditorSceneManager.SaveScene(currentScene);
            }
        }