public WXNGUITree(GameObject prefabRoot, string prefabPath, bool exportAsScene, bool rootExport = false) : base(prefabPath)
        {
            this.prefabRoot      = prefabRoot;
            this.prefabPath      = prefabPath;
            this.exportAsScene   = exportAsScene;
            this.exportSceneRoot = rootExport;

            exportName = WXUtility.GetFileNameFromPath(prefabPath);
        }
        public WXPrefab(GameObject prefabRoot, string prefabPath)
        {
            if (!prefabPath.EndsWith(".prefab"))
            {
                this.prefabPath = prefabPath + ".prefab";
            }
            else
            {
                this.prefabPath = prefabPath;
            }

            this.prefabRoot = prefabRoot;
            exportName      = WXUtility.GetFileNameFromPath(prefabPath);
        }
        public WXPrefab(GameObject prefabRoot, string prefabPath) : base(prefabPath)
        {
            if (!prefabPath.EndsWith(".prefab"))
            {
                this.prefabPath = prefabPath + ".prefab";
            }
            else
            {
                this.prefabPath = prefabPath;
            }

            this.prefabRoot = prefabRoot;
            exportName      = WXUtility.GetFileNameFromPath(prefabPath);

            if (unityAssetPath == null || unityAssetPath == "")
            {
                ErrorUtil.ExportErrorReporter.create()
                .setResource(this)
                .setGameObject(prefabRoot)
                .error(0, "Mesh文件的unity路径为空");
            }
        }
Exemplo n.º 4
0
        public static void writeGroup(WXResource resource, ExportPreset preset)
        {
            try
            {
                EditorUtility.DisplayProgressBar(
                    "导出资源",
                    "资源读取中...",
                    0.33f
                );
                string resourcePath = resource.Export(preset);

                EditorUtility.DisplayProgressBar(
                    "导出资源",
                    "文件写入中...",
                    0.66f
                );

                string packageName = WXUtility.GetFileNameFromPath(resourcePath);
                if (packageName == "")
                {
                    packageName = "Untitled";
                }

                 ExportStore.GenerateResourcePackage(
                    packageName,
                    resourcePath
                );
            }
            catch (Exception e)
            {
                Debug.LogError(e.Message);
                Debug.LogError(e.StackTrace);
            }
            finally
            {
                EditorUtility.ClearProgressBar();
            }
        }