private void PrepareData(string modelType) { var inputConfig = new InputConfiguration(); AssetDirs.CreateAssetDirectory(AssetDirs.TempAssetsDir); var assetBundleCreator = new AssetBundleCreator(inputConfig.OutputDir); var modelConverter = new ModelConverter(); Log.Info("Preprocessing started!"); var modelImporter = InitializeModelImporter(modelType, modelConverter, inputConfig.RootDirectory); bool loadModel = true; try { while (loadModel) { modelImporter.GetModelData(); assetBundleCreator.Create(modelImporter); if (Application.isBatchMode) { loadModel = false; } else { loadModel = EditorUtility.DisplayDialog("", "Do you want to load another model?", "Yes", "No"); } } } finally { RecursiveDeleter.DeleteRecursivelyWithSleep(AssetDirs.TempAssetsDir); Log.Info("Preprocessing finished!"); } }
private void OnGUI() { if (GUILayout.Button("Export")) { if (!Directory.Exists(Application.dataPath + "/MyExportedWeapon")) { Directory.CreateDirectory(Application.dataPath + "/MyExportedWeapon"); } BuildAllAssetBundles(); AssetBundleCreator window = (AssetBundleCreator)GetWindow(typeof(AssetBundleCreator)); window.Close(); } }
static void ShowWindow() { AssetBundleCreator window = (AssetBundleCreator)GetWindow(typeof(AssetBundleCreator)); window.Show(); }