Пример #1
0
    public static void PerformMigration(int migrateStart)
    {
        UpdateProgressBar(0);

        UnityEngine.Debug.Log("WwiseUnity: Migrating from Unity Integration Version " + migrateStart + " to " + AkUtilities.MigrationStopIndex);

        AkPluginActivator.DeactivateAllPlugins();
        AkPluginActivator.Update();
        AkPluginActivator.ActivatePluginsForEditor();

        // Get the name of the currently opened scene.
        var activeScene     = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
        var loadedScenePath = activeScene.path;

        if (!string.IsNullOrEmpty(loadedScenePath))
        {
            AkUtilities.FixSlashes(ref loadedScenePath, '\\', '/', false);
        }

        UnityEditor.SceneManagement.EditorSceneManager.NewScene(UnityEditor.SceneManagement.NewSceneSetup.DefaultGameObjects);

        // obtain a list of ScriptableObjects before any migration is performed
        ScriptableObjectGuids = UnityEditor.AssetDatabase.FindAssets("t:ScriptableObject", new[] { "Assets" });

        AkUtilities.BeginMigration(migrateStart);

        if (AkUtilities.IsMigrationRequired(AkUtilities.MigrationStep.NewScriptableObjectFolder_v2019_2_0))
        {
            var oldScriptableObjectPath = System.IO.Path.Combine(System.IO.Path.Combine("Assets", "Wwise"), "Resources");
            AkUtilities.MoveFolder(oldScriptableObjectPath, AkWwiseEditorSettings.WwiseScriptableObjectRelativePath);
        }

        AkWwiseProjectInfo.GetData().Migrate();
        AkWwiseWWUBuilder.UpdateWwiseObjectReferenceData();

        MigratePrefabs();
        MigrateScenes();
        MigrateScriptableObjects();

        UnityEditor.EditorUtility.UnloadUnusedAssetsImmediate();

        UnityEditor.SceneManagement.EditorSceneManager.NewScene(UnityEditor.SceneManagement.NewSceneSetup.DefaultGameObjects);
        AkUtilities.EndMigration();

        UpdateProgressBar(TotalNumberOfSections);

        // Reopen the scene that was opened before the migration process started.
        if (!string.IsNullOrEmpty(loadedScenePath))
        {
            UnityEditor.SceneManagement.EditorSceneManager.OpenScene(loadedScenePath);
        }

        UnityEngine.Debug.Log("WwiseUnity: Removing lock for launcher.");

        // TODO: Moving one folder up is not nice at all. How to find the current project path?
        try
        {
            System.IO.File.Delete(UnityEngine.Application.dataPath + "/../.WwiseLauncherLockFile");
        }
        catch
        {
            // Ignore if not present.
        }

        UnityEditor.EditorUtility.ClearProgressBar();
    }