Пример #1
0
        public override bool Convert(ConvertOperation convert)
        {
            List <Sound> availData = convert.Perform <Sound>().ToList();

            // Generate objects
            foreach (Sound snd in availData)
            {
                if (convert.IsObjectHandled(snd))
                {
                    continue;
                }

                GameObject   gameobj = convert.Result.OfType <GameObject>().FirstOrDefault();
                SoundEmitter emitter = convert.Result.OfType <SoundEmitter>().FirstOrDefault();
                if (emitter == null && gameobj != null)
                {
                    emitter = gameobj.GetComponent <SoundEmitter>();
                }
                if (emitter == null)
                {
                    emitter = new SoundEmitter();
                }
                convert.SuggestResultName(emitter, snd.Name);

                SoundEmitter.Source source = new SoundEmitter.Source(snd);
                emitter.Sources.Add(source);

                convert.AddResult(emitter);
                convert.MarkObjectHandled(snd);
            }
            return(false);
        }
Пример #2
0
        public override bool Convert(ConvertOperation convert)
        {
            IContentRef[] dropData;
            if (convert.Data.TryGetContentRefs(typeof(Prefab), out dropData))
            {
                // Instantiate Prefabs
                foreach (IContentRef contentRef in dropData)
                {
                    ContentRef <Prefab> prefabRef = contentRef.As <Prefab>();

                    if (convert.IsObjectHandled(prefabRef.Res))
                    {
                        continue;
                    }
                    if (!prefabRef.IsAvailable)
                    {
                        continue;
                    }

                    GameObject newObj = prefabRef.Res.Instantiate();
                    if (newObj != null)
                    {
                        convert.AddResult(newObj);
                        convert.MarkObjectHandled(prefabRef.Res);
                    }
                }
            }
            // Don't finish convert operation - other converters miht contribute to the new GameObjects!
            return(false);
        }
Пример #3
0
        public override bool Convert(ConvertOperation convert)
        {
            bool finishConvertOp = false;

            GameObject[] draggedObjArray;
            if (convert.Data.TryGetGameObjects(DataObjectStorage.Reference, out draggedObjArray))
            {
                // Filter out GameObjects that are children of others
                draggedObjArray = draggedObjArray.Where(o => !draggedObjArray.Any(o2 => o.IsChildOf(o2))).ToArray();

                // Generate Prefabs
                foreach (GameObject draggedObj in draggedObjArray)
                {
                    if (convert.IsObjectHandled(draggedObj))
                    {
                        continue;
                    }

                    // Create Prefab
                    Prefab prefab = new Prefab(draggedObj);

                    // Add a name hint that may be used as indicator to select a Resource name later
                    prefab.AssetInfo          = new AssetInfo();
                    prefab.AssetInfo.NameHint = draggedObj.Name;

                    // Mark GameObject as handled
                    convert.MarkObjectHandled(draggedObj);
                    convert.AddResult(prefab);
                    finishConvertOp = true;
                }
            }

            return(finishConvertOp);
        }
Пример #4
0
        public override bool Convert(ConvertOperation convert)
        {
            bool finishConvertOp = false;

            List <Sound> availData = convert.Perform <Sound>().ToList();

            // Append objects
            foreach (Sound baseRes in availData)
            {
                if (convert.IsObjectHandled(baseRes))
                {
                    continue;
                }
                if (baseRes.Data != null)
                {
                    for (int i = 0; i < baseRes.Data.Count; i++)
                    {
                        if (!baseRes.Data[i].IsAvailable)
                        {
                            continue;
                        }
                        convert.AddResult(baseRes.Data[i].Res);
                        finishConvertOp = true;
                    }
                }
                convert.MarkObjectHandled(baseRes);
            }

            return(finishConvertOp);
        }
Пример #5
0
        public override bool Convert(ConvertOperation convert)
        {
            if (convert.Data.ContainsContentRefs <Prefab>())
            {
                ContentRef <Prefab>[] dropdata = convert.Data.GetContentRefs <Prefab>();

                // Instantiate Prefabs
                foreach (ContentRef <Prefab> pRef in dropdata)
                {
                    if (convert.IsObjectHandled(pRef.Res))
                    {
                        continue;
                    }
                    if (!pRef.IsAvailable)
                    {
                        continue;
                    }
                    GameObject newObj = pRef.Res.Instantiate();
                    if (newObj != null)
                    {
                        convert.AddResult(newObj);
                        convert.MarkObjectHandled(pRef.Res);
                    }
                }
            }
            // Don't finish convert operation - other converters miht contribute to the new GameObjects!
            return(false);
        }
Пример #6
0
        public override bool Convert(ConvertOperation convert)
        {
            bool           finishConvertOp = false;
            List <Texture> availData       = convert.Perform <Texture>().ToList();

            // Generate objects
            foreach (Texture baseRes in availData)
            {
                if (convert.IsObjectHandled(baseRes))
                {
                    continue;
                }

                // Find target Resource matching the source - or create one.
                Material targetRes = this.FindMatch(baseRes);
                if (targetRes == null && convert.AllowedOperations.HasFlag(ConvertOperation.Operation.CreateRes))
                {
                    string resPath = PathHelper.GetFreePath(baseRes.FullName, Resource.GetFileExtByType <Material>());
                    targetRes = new Material(DrawTechnique.Mask, ColorRgba.White, baseRes);
                    targetRes.Save(resPath);
                }

                if (targetRes == null)
                {
                    continue;
                }
                convert.AddResult(targetRes);
                finishConvertOp = true;
                convert.MarkObjectHandled(baseRes);
            }

            return(finishConvertOp);
        }
Пример #7
0
		public override bool Convert(ConvertOperation convert)
		{
			bool finishConvertOp = false;

			if (convert.Data.ContainsGameObjectRefs())
			{
				GameObject[] draggedObjArray = convert.Data.GetGameObjectRefs();

				// Filter out GameObjects that are children of others
				draggedObjArray = draggedObjArray.Where(o => !draggedObjArray.Any(o2 => o.IsChildOf(o2))).ToArray();

				// Generate Prefabs
				foreach (GameObject draggedObj in draggedObjArray)
				{
					if (convert.IsObjectHandled(draggedObj)) continue;

					// Create Prefab
					Prefab prefab = new Prefab(draggedObj);

					// Add a name hint that may be used as indicator to select a Resource name later
					prefab.AssetInfo = new AssetInfo();
					prefab.AssetInfo.NameHint = draggedObj.Name;

					// Mark GameObject as handled
					convert.MarkObjectHandled(draggedObj);						
					convert.AddResult(prefab);
					finishConvertOp = true;
				}
			}

			return finishConvertOp;
		}
Пример #8
0
        public override bool Convert(ConvertOperation convert)
        {
            bool finishConvertOp = false;
            List<Pixmap> availData = convert.Perform<Pixmap>().ToList();

            // Generate objects
            foreach (Pixmap baseRes in availData)
            {
                if (convert.IsObjectHandled(baseRes)) continue;

                // Find target Resource matching the source - or create one.
                Texture targetRes = this.FindMatch(baseRes);
                if (targetRes == null && convert.AllowedOperations.HasFlag(ConvertOperation.Operation.CreateRes))
                {
                    string texPath = PathHelper.GetFreePath(baseRes.FullName, Resource.GetFileExtByType<Texture>());
                    targetRes = new Texture(baseRes);
                    targetRes.Save(texPath);
                }

                if (targetRes == null) continue;
                convert.AddResult(targetRes);
                finishConvertOp = true;
                convert.MarkObjectHandled(baseRes);
            }

            return finishConvertOp;
        }
Пример #9
0
        public override bool Convert(ConvertOperation convert)
        {
            bool finishConvertOp = false;
            List<Texture> availData = convert.Perform<Texture>().ToList();

            // Generate objects
            foreach (Texture baseRes in availData)
            {
                if (convert.IsObjectHandled(baseRes)) continue;

                // Find target Resource matching the source - or create one.
                Material targetRes =
                    this.FindMatchingResources<Texture,Material>(baseRes, IsMatch)
                    .FirstOrDefault();
                if (targetRes == null && convert.AllowedOperations.HasFlag(ConvertOperation.Operation.CreateRes))
                {
                    string resPath = PathHelper.GetFreePath(baseRes.FullName, Resource.GetFileExtByType<Material>());
                    targetRes = new Material(DrawTechnique.Mask, ColorRgba.White, baseRes);
                    targetRes.Save(resPath);
                }

                if (targetRes == null) continue;
                convert.AddResult(targetRes);
                finishConvertOp = true;
                convert.MarkObjectHandled(baseRes);
            }

            return finishConvertOp;
        }
Пример #10
0
        public override bool Convert(ConvertOperation convert)
        {
            bool finishConvertOp = false;

            List <Texture> availData = convert.Perform <Texture>().ToList();

            // Append objects
            foreach (Texture baseRes in availData)
            {
                if (convert.IsObjectHandled(baseRes))
                {
                    continue;
                }
                if (!baseRes.BasePixmap.IsAvailable)
                {
                    continue;
                }

                convert.AddResult(baseRes.BasePixmap.Res);
                finishConvertOp = true;
                convert.MarkObjectHandled(baseRes);
            }

            return(finishConvertOp);
        }
Пример #11
0
        public override bool Convert(ConvertOperation convert)
        {
            bool finishConvertOp = false;
            List<Pixmap> availData = convert.Perform<Pixmap>().ToList();

            // Generate objects
            foreach (Pixmap baseRes in availData)
            {
                if (convert.IsObjectHandled(baseRes)) continue;

                // Find target Resource matching the source - or create one.
                Texture targetRes = this.FindMatch(baseRes);
                if (targetRes == null && convert.AllowedOperations.HasFlag(ConvertOperation.Operation.CreateRes))
                {
                    targetRes = Texture.CreateFromPixmap(baseRes).Res;
                }

                if (targetRes == null) continue;
                convert.AddResult(targetRes);
                finishConvertOp = true;
                convert.MarkObjectHandled(baseRes);
            }

            return finishConvertOp;
        }
Пример #12
0
        public override bool Convert(ConvertOperation convert)
        {
            bool          finishConvertOp = false;
            List <Pixmap> availData       = convert.Perform <Pixmap>().ToList();

            // Generate objects
            foreach (Pixmap baseRes in availData)
            {
                if (convert.IsObjectHandled(baseRes))
                {
                    continue;
                }

                // Find target Resource matching the source - or create one.
                Texture targetRes =
                    this.FindMatchingResources <Pixmap, Texture>(baseRes, IsMatch)
                    .FirstOrDefault();
                if (targetRes == null && convert.AllowedOperations.HasFlag(ConvertOperation.Operation.CreateRes))
                {
                    string texPath = PathHelper.GetFreePath(baseRes.FullName, Resource.GetFileExtByType <Texture>());
                    targetRes = new Texture(baseRes);
                    targetRes.Save(texPath);
                }

                if (targetRes == null)
                {
                    continue;
                }
                convert.AddResult(targetRes);
                finishConvertOp = true;
                convert.MarkObjectHandled(baseRes);
            }

            return(finishConvertOp);
        }
Пример #13
0
        public override bool Convert(ConvertOperation convert)
        {
            bool          finishConvertOp = false;
            List <Pixmap> availData       = convert.Perform <Pixmap>().ToList();

            // Generate objects
            foreach (Pixmap baseRes in availData)
            {
                if (convert.IsObjectHandled(baseRes))
                {
                    continue;
                }

                // Find target Resource matching the source - or create one.
                Texture targetRes = this.FindMatch(baseRes);
                if (targetRes == null && convert.AllowedOperations.HasFlag(ConvertOperation.Operation.CreateRes))
                {
                    targetRes = Texture.CreateFromPixmap(baseRes).Res;
                }

                if (targetRes == null)
                {
                    continue;
                }
                convert.AddResult(targetRes);
                finishConvertOp = true;
                convert.MarkObjectHandled(baseRes);
            }

            return(finishConvertOp);
        }
Пример #14
0
        public override bool Convert(ConvertOperation convert)
        {
            bool             finishConvertOp = false;
            List <BatchInfo> availData       = convert.Perform <BatchInfo>().ToList();

            // Generate objects
            foreach (BatchInfo info in availData)
            {
                if (convert.IsObjectHandled(info))
                {
                    continue;
                }

                // Auto-Generate Material
                string matName = "Material";
                if (!info.MainTexture.IsExplicitNull)
                {
                    matName = info.MainTexture.FullName;
                }
                string   matPath = PathHelper.GetFreePath(matName, Material.FileExt);
                Material mat     = new Material(info);
                mat.Save(matPath);

                convert.AddResult(mat);
                finishConvertOp = true;
                convert.MarkObjectHandled(info);
            }

            return(finishConvertOp);
        }
Пример #15
0
        public override bool Convert(ConvertOperation convert)
        {
            bool finishConvertOp = false;

            if (convert.Data.ContainsGameObjectRefs())
            {
                GameObject[] draggedObjArray = convert.Data.GetGameObjectRefs();

                // Filter out GameObjects that are children of others
                draggedObjArray = draggedObjArray.Where(o => !draggedObjArray.Any(o2 => o.IsChildOf(o2))).ToArray();

                // Generate Prefabs
                foreach (GameObject draggedObj in draggedObjArray)
                {
                    if (convert.IsObjectHandled(draggedObj))
                    {
                        continue;
                    }

                    // Create Prefab
                    Prefab prefab = new Prefab(draggedObj);
                    prefab.SourcePath = draggedObj.Name;                     // Dummy "source path" that may be used as indicator where to save the Resource later.

                    // Mark GameObject as handled
                    convert.MarkObjectHandled(draggedObj);
                    convert.AddResult(prefab);
                    finishConvertOp = true;
                }
            }

            return(finishConvertOp);
        }
Пример #16
0
		public override bool Convert(ConvertOperation convert)
		{
			List<object> results = new List<object>();
			List<Font> availData = convert.Perform<Font>().ToList();

			// Generate objects
			foreach (Font font in availData)
			{
				if (convert.IsObjectHandled(font)) continue;

				GameObject gameobj = convert.Result.OfType<GameObject>().FirstOrDefault();
				TextRenderer renderer = convert.Result.OfType<TextRenderer>().FirstOrDefault();
				if (renderer == null && gameobj != null) renderer = gameobj.GetComponent<TextRenderer>();
				if (renderer == null) renderer = new TextRenderer();
				convert.SuggestResultName(renderer, font.Name);
					
				if (!renderer.Text.Fonts.Contains(font))
				{
					var fonts = renderer.Text.Fonts.ToList();
					if (fonts[0] == Font.GenericMonospace10) fonts.RemoveAt(0);
					fonts.Add(font);
					renderer.Text.Fonts = fonts.ToArray();
					renderer.Text.ApplySource();
				}

				results.Add(renderer);
				convert.MarkObjectHandled(font);
			}

			convert.AddResult(results);
			return false;
		}
Пример #17
0
        public override bool Convert(ConvertOperation convert)
        {
            List <object>   results   = new List <object>();
            List <Material> availData = convert.Perform <Material>().ToList();

            // Generate objects
            foreach (Material mat in availData)
            {
                if (convert.IsObjectHandled(mat))
                {
                    continue;
                }
                Texture    mainTex = mat.MainTexture.Res;
                GameObject gameobj = convert.Result.OfType <GameObject>().FirstOrDefault();

                if (mainTex == null || mainTex.AnimFrames == 0)
                {
                    SpriteRenderer sprite = convert.Result.OfType <SpriteRenderer>().FirstOrDefault();
                    if (sprite == null && gameobj != null)
                    {
                        sprite = gameobj.GetComponent <SpriteRenderer>();
                    }
                    if (sprite == null)
                    {
                        sprite = new SpriteRenderer();
                    }
                    sprite.SharedMaterial = mat;
                    if (mainTex != null)
                    {
                        sprite.Rect = Rect.AlignCenter(0.0f, 0.0f, mainTex.PixelWidth, mainTex.PixelHeight);
                    }
                    convert.SuggestResultName(sprite, mat.Name);
                    results.Add(sprite);
                }
                else
                {
                    AnimSpriteRenderer sprite = convert.Result.OfType <AnimSpriteRenderer>().FirstOrDefault();
                    if (sprite == null && gameobj != null)
                    {
                        sprite = gameobj.GetComponent <AnimSpriteRenderer>();
                    }
                    if (sprite == null)
                    {
                        sprite = new AnimSpriteRenderer();
                    }
                    sprite.SharedMaterial = mat;
                    sprite.Rect           = Rect.AlignCenter(0.0f, 0.0f, mainTex.PixelWidth / mainTex.AnimCols, mainTex.PixelHeight / mainTex.AnimRows);
                    sprite.AnimDuration   = 5.0f;
                    sprite.AnimFrameCount = mainTex.AnimFrames;
                    convert.SuggestResultName(sprite, mat.Name);
                    results.Add(sprite);
                }

                convert.MarkObjectHandled(mat);
            }

            convert.AddResult(results);
            return(false);
        }
Пример #18
0
        public override bool Convert(ConvertOperation convert)
        {
            List<object> results = new List<object>();
            List<Material> availData = convert.Perform<Material>().ToList();

            // Generate objects
            foreach (Material mat in availData)
            {
                if (convert.IsObjectHandled(mat)) continue;

                DrawTechnique tech = mat.Technique.Res;
                LightingTechnique lightTech = tech as LightingTechnique;
                if (tech == null) continue;

                bool isDynamicLighting = lightTech != null ||
                    tech.PreferredVertexFormat == VertexC1P3T2A4.VertexTypeIndex ||
                    tech.PreferredVertexFormat == VertexC1P3T4A4A1.VertexTypeIndex;
                if (!isDynamicLighting) continue;

                Texture mainTex = mat.MainTexture.Res;
                Pixmap basePixmap = (mainTex != null) ? mainTex.BasePixmap.Res : null;
                GameObject gameobj = convert.Result.OfType<GameObject>().FirstOrDefault();

                if (mainTex == null || basePixmap == null || basePixmap.AnimFrames == 0)
                {
                    LightingSpriteRenderer sprite = convert.Result.OfType<LightingSpriteRenderer>().FirstOrDefault();
                    if (sprite == null && gameobj != null) sprite = gameobj.GetComponent<LightingSpriteRenderer>();
                    if (sprite == null) sprite = new LightingSpriteRenderer();
                    sprite.SharedMaterial = mat;
                    if (mainTex != null) sprite.Rect = Rect.AlignCenter(0.0f, 0.0f, mainTex.PixelWidth, mainTex.PixelHeight);
                    convert.SuggestResultName(sprite, mat.Name);
                    results.Add(sprite);
                }
                else
                {
                    LightingAnimSpriteRenderer sprite = convert.Result.OfType<LightingAnimSpriteRenderer>().FirstOrDefault();
                    if (sprite == null && gameobj != null) sprite = gameobj.GetComponent<LightingAnimSpriteRenderer>();
                    if (sprite == null) sprite = new LightingAnimSpriteRenderer();
                    sprite.SharedMaterial = mat;
                    sprite.Rect = Rect.AlignCenter(
                        0.0f,
                        0.0f,
                        (mainTex.PixelWidth / basePixmap.AnimCols) - basePixmap.AnimFrameBorder * 2,
                        (mainTex.PixelHeight / basePixmap.AnimRows) - basePixmap.AnimFrameBorder * 2);
                    sprite.AnimDuration = 5.0f;
                    sprite.AnimFrameCount = basePixmap.AnimFrames;
                    convert.SuggestResultName(sprite, mat.Name);
                    results.Add(sprite);
                }

                convert.MarkObjectHandled(mat);
            }

            convert.AddResult(results);
            return false;
        }
Пример #19
0
        public override bool Convert(ConvertOperation convert)
        {
            // If we already have a renderer in the result set, consider generating
            // a tilemap to be not the right course of action.
            if (convert.Result.OfType <ICmpRenderer>().Any())
            {
                return(false);
            }

            List <object>  results   = new List <object>();
            List <Tileset> availData = convert.Perform <Tileset>().ToList();

            // Generate objects
            foreach (Tileset tileset in availData)
            {
                if (convert.IsObjectHandled(tileset))
                {
                    continue;
                }

                // Retrieve previously generated GameObjects and Tilemaps for re-use
                GameObject      gameobj         = convert.Result.OfType <GameObject>().FirstOrDefault();
                Tilemap         tilemap         = convert.Result.OfType <Tilemap>().FirstOrDefault();
                TilemapRenderer tilemapRenderer = convert.Result.OfType <TilemapRenderer>().FirstOrDefault();
                if (tilemap == null && gameobj != null)
                {
                    tilemap = gameobj.GetComponent <Tilemap>();
                }

                // Create a new Tilemap (and TilemapRenderer) if none did exist before
                if (tilemap == null)
                {
                    tilemap = new Tilemap();
                    TilemapsSetupUtility.SetupTilemap(tilemap, tileset);

                    // Add a renderer for this Tilemap to the result list, if there was none before
                    if (tilemapRenderer == null)
                    {
                        results.Add(new TilemapRenderer());
                    }
                }

                // Configure the Tilemap according to the Tileset we're converting
                tilemap.Tileset = tileset;

                // Add the Tilemap to our result set
                results.Add(tilemap);
                convert.SuggestResultName(tilemap, tileset.Name);
                convert.MarkObjectHandled(tileset);
            }

            convert.AddResult(results);
            return(false);
        }
Пример #20
0
        public override bool Convert(ConvertOperation convert)
        {
            bool             finishConvertOp  = false;
            List <AudioData> availData        = convert.Perform <AudioData>().ToList();
            List <AudioData> createDataSource = null;

            // Match objects
            foreach (AudioData baseRes in availData)
            {
                if (convert.IsObjectHandled(baseRes))
                {
                    continue;
                }

                // Find target Resource matching the source
                Sound targetRes =
                    this.FindMatchingResources <AudioData, Sound>(baseRes, IsMatch)
                    .OrderBy(sound => sound.Data.Count)
                    .FirstOrDefault();
                if (targetRes != null)
                {
                    convert.AddResult(targetRes);
                }
                else if (convert.AllowedOperations.HasFlag(ConvertOperation.Operation.CreateRes))
                {
                    if (createDataSource == null)
                    {
                        createDataSource = new List <AudioData>();
                    }
                    createDataSource.Add(baseRes);
                }
                else
                {
                    // Can't handle this AudioData
                    continue;
                }

                finishConvertOp = true;
                convert.MarkObjectHandled(baseRes);
            }

            // Create objects
            if (createDataSource != null)
            {
                List <ContentRef <Sound> > createdSounds = EditorActions.AudioDataToSound.CreateMultipleFromAudioData(createDataSource.Ref());
                foreach (ContentRef <Sound> sound in createdSounds)
                {
                    convert.AddResult(sound.Res);
                }
            }

            return(finishConvertOp);
        }
Пример #21
0
		public override bool Convert(ConvertOperation convert)
		{
			List<Component> availData = convert.Perform<Component>().ToList();
			availData.Sort((Component a, Component b) => a.RequiresComponent(b.GetType()) ? 1 : 0);

			// Generate objects
			foreach (Component cmp in availData)
			{
				if (convert.IsObjectHandled(cmp)) continue;
				Type cmpType = cmp.GetType();

				// Create or retrieve GameObject
				GameObject gameObj = null;
				{
					// First try to get one from the resultset that has an open slot for this kind of Component
					if (gameObj == null)
						gameObj = convert.Result.OfType<GameObject>().FirstOrDefault(g => g.GetComponent(cmpType) == null);
					// Still none? Create a new GameObject
					if (gameObj == null)
					{
						gameObj = new GameObject();

						// Come up with a suitable name
						string nameSuggestion = null;
						{
							// Be open for suggestions
							if (nameSuggestion == null)
								nameSuggestion = convert.TakeSuggestedResultName(cmp);
							// Use a standard name
							if (nameSuggestion == null)
								nameSuggestion = cmpType.Name;
						}

						gameObj.Name = nameSuggestion;
					}
				}

				// Make sure all requirements are met
				foreach (Type t in Component.GetRequiredComponents(cmpType))
					gameObj.AddComponent(t);

				// Make sure no other Component of this Type is already added
				gameObj.RemoveComponent(cmpType);

				// Add Component
				gameObj.AddComponent(cmp.GameObj == null ? cmp : cmp.Clone());

				convert.AddResult(gameObj);
				convert.MarkObjectHandled(cmp);
			}

			return false;
		}
Пример #22
0
        public override bool Convert(ConvertOperation convert)
        {
            // If we already have a renderer in the result set, consider generating
            // another one to be not the right course of action.
            if (convert.Result.OfType<ICmpRenderer>().Any())
                return false;

            List<object> results = new List<object>();
            List<Material> availData = convert.Perform<Material>().ToList();

            // Generate objects
            foreach (Material mat in availData)
            {
                if (convert.IsObjectHandled(mat)) continue;
                Texture mainTex = mat.MainTexture.Res;
                Pixmap basePixmap = (mainTex != null) ? mainTex.BasePixmap.Res : null;
                GameObject gameobj = convert.Result.OfType<GameObject>().FirstOrDefault();

                if (mainTex == null || basePixmap == null || basePixmap.AnimFrames == 0)
                {
                    SpriteRenderer sprite = convert.Result.OfType<SpriteRenderer>().FirstOrDefault();
                    if (sprite == null && gameobj != null) sprite = gameobj.GetComponent<SpriteRenderer>();
                    if (sprite == null) sprite = new SpriteRenderer();
                    sprite.SharedMaterial = mat;
                    if (mainTex != null) sprite.Rect = Rect.Align(Alignment.Center, 0.0f, 0.0f, mainTex.PixelWidth, mainTex.PixelHeight);
                    convert.SuggestResultName(sprite, mat.Name);
                    results.Add(sprite);
                }
                else
                {
                    AnimSpriteRenderer sprite = convert.Result.OfType<AnimSpriteRenderer>().FirstOrDefault();
                    if (sprite == null && gameobj != null) sprite = gameobj.GetComponent<AnimSpriteRenderer>();
                    if (sprite == null) sprite = new AnimSpriteRenderer();
                    sprite.SharedMaterial = mat;
                    sprite.Rect = Rect.Align(Alignment.Center,
                        0.0f,
                        0.0f,
                        (mainTex.PixelWidth / basePixmap.AnimCols) - basePixmap.AnimFrameBorder * 2,
                        (mainTex.PixelHeight / basePixmap.AnimRows) - basePixmap.AnimFrameBorder * 2);
                    sprite.AnimDuration = 5.0f;
                    sprite.AnimFrameCount = basePixmap.AnimFrames;
                    convert.SuggestResultName(sprite, mat.Name);
                    results.Add(sprite);
                }

                convert.MarkObjectHandled(mat);
            }

            convert.AddResult(results);
            return false;
        }
Пример #23
0
        public override bool Convert(ConvertOperation convert)
        {
            // If we already have a renderer in the result set, consider generating
            // another one to be not the right course of action.
            if (convert.Result.OfType <ICmpRenderer>().Any())
            {
                return(false);
            }

            List <object> results   = new List <object>();
            List <Font>   availData = convert.Perform <Font>().ToList();

            // Generate objects
            foreach (Font font in availData)
            {
                if (convert.IsObjectHandled(font))
                {
                    continue;
                }

                GameObject   gameobj  = convert.Result.OfType <GameObject>().FirstOrDefault();
                TextRenderer renderer = convert.Result.OfType <TextRenderer>().FirstOrDefault();
                if (renderer == null && gameobj != null)
                {
                    renderer = gameobj.GetComponent <TextRenderer>();
                }
                if (renderer == null)
                {
                    renderer = new TextRenderer();
                }
                convert.SuggestResultName(renderer, font.Name);

                if (!renderer.Text.Fonts.Contains(font))
                {
                    var fonts = renderer.Text.Fonts.ToList();
                    if (fonts[0] == Font.GenericMonospace10)
                    {
                        fonts.RemoveAt(0);
                    }
                    fonts.Add(font);
                    renderer.Text.Fonts = fonts.ToArray();
                    renderer.Text.ApplySource();
                }

                results.Add(renderer);
                convert.MarkObjectHandled(font);
            }

            convert.AddResult(results);
            return(false);
        }
Пример #24
0
        public override bool Convert(ConvertOperation convert)
        {
            // If we already have a renderer in the result set, consider generating
            // a tilemap to be not the right course of action.
            if (convert.Result.OfType<ICmpRenderer>().Any())
                return false;

            List<object> results = new List<object>();
            List<Tileset> availData = convert.Perform<Tileset>().ToList();

            // Generate objects
            foreach (Tileset tileset in availData)
            {
                if (convert.IsObjectHandled(tileset)) continue;

                // Retrieve previously generated GameObjects and Tilemaps for re-use
                GameObject gameobj = convert.Result.OfType<GameObject>().FirstOrDefault();
                Tilemap tilemap = convert.Result.OfType<Tilemap>().FirstOrDefault();
                TilemapRenderer tilemapRenderer = convert.Result.OfType<TilemapRenderer>().FirstOrDefault();
                if (tilemap == null && gameobj != null) tilemap = gameobj.GetComponent<Tilemap>();

                // Create a new Tilemap (and TilemapRenderer) if none did exist before
                if (tilemap == null)
                {
                    tilemap = new Tilemap();
                    TilemapsSetupUtility.SetupTilemap(tilemap, tileset);

                    // Add a renderer for this Tilemap to the result list, if there was none before
                    if (tilemapRenderer == null)
                    {
                        results.Add(new TilemapRenderer());
                    }
                }

                // Configure the Tilemap according to the Tileset we're converting
                tilemap.Tileset = tileset;

                // Add the Tilemap to our result set
                results.Add(tilemap);
                convert.SuggestResultName(tilemap, tileset.Name);
                convert.MarkObjectHandled(tileset);
            }

            convert.AddResult(results);
            return false;
        }
Пример #25
0
        public override bool Convert(ConvertOperation convert)
        {
            bool finishConvertOp = false;
            List<AudioData> availData = convert.Perform<AudioData>().ToList();
            List<AudioData> createDataSource = null;

            // Match objects
            foreach (AudioData baseRes in availData)
            {
                if (convert.IsObjectHandled(baseRes)) continue;

                // Find target Resource matching the source
                Sound targetRes =
                    this.FindMatchingResources<AudioData,Sound>(baseRes, IsMatch)
                    .OrderBy(sound => sound.Data.Count)
                    .FirstOrDefault();
                if (targetRes != null)
                {
                    convert.AddResult(targetRes);
                }
                else if (convert.AllowedOperations.HasFlag(ConvertOperation.Operation.CreateRes))
                {
                    if (createDataSource == null) createDataSource = new List<AudioData>();
                    createDataSource.Add(baseRes);
                }
                else
                {
                    // Can't handle this AudioData
                    continue;
                }

                finishConvertOp = true;
                convert.MarkObjectHandled(baseRes);
            }

            // Create objects
            if (createDataSource != null)
            {
                List<ContentRef<Sound>> createdSounds = EditorActions.AudioDataToSound.CreateMultipleFromAudioData(createDataSource.Ref());
                foreach (ContentRef<Sound> sound in createdSounds)
                    convert.AddResult(sound.Res);
            }

            return finishConvertOp;
        }
Пример #26
0
		public override bool Convert(ConvertOperation convert)
		{
			bool finishConvertOp = false;

			List<Material> availData = convert.Perform<Material>().ToList();

			// Append objects
			foreach (Material mat in availData)
			{
				if (convert.IsObjectHandled(mat)) continue;

				convert.AddResult(new BatchInfo(mat));
				finishConvertOp = true;
				convert.MarkObjectHandled(mat);
			}

			return finishConvertOp;
		}
Пример #27
0
		public override bool Convert(ConvertOperation convert)
		{
			bool finishConvertOp = false;

			List<Texture> availData = convert.Perform<Texture>().ToList();

			// Append objects
			foreach (Texture baseRes in availData)
			{
				if (convert.IsObjectHandled(baseRes)) continue;
				if (!baseRes.BasePixmap.IsAvailable) continue;

				convert.AddResult(baseRes.BasePixmap.Res);
				finishConvertOp = true;
				convert.MarkObjectHandled(baseRes);
			}

			return finishConvertOp;
		}
Пример #28
0
        public override bool Convert(ConvertOperation convert)
        {
            bool finishConvertOp = false;

            List <Material> availData = convert.Perform <Material>().ToList();

            // Append objects
            foreach (Material mat in availData)
            {
                if (convert.IsObjectHandled(mat))
                {
                    continue;
                }

                convert.AddResult(mat.Info);
                finishConvertOp = true;
                convert.MarkObjectHandled(mat);
            }

            return(finishConvertOp);
        }
Пример #29
0
		public override bool Convert(ConvertOperation convert)
		{
			if (convert.Data.ContainsContentRefs<Prefab>())
			{
				ContentRef<Prefab>[] dropdata = convert.Data.GetContentRefs<Prefab>();

				// Instantiate Prefabs
				foreach (ContentRef<Prefab> pRef in dropdata)
				{
					if (convert.IsObjectHandled(pRef.Res)) continue;
					if (!pRef.IsAvailable) continue;
					GameObject newObj = pRef.Res.Instantiate();
					if (newObj != null)
					{
						convert.AddResult(newObj);
						convert.MarkObjectHandled(pRef.Res);
					}
				}
			}
			// Don't finish convert operation - other converters miht contribute to the new GameObjects!
			return false; 
		}
Пример #30
0
		public override bool Convert(ConvertOperation convert)
		{
			List<Sound> availData = convert.Perform<Sound>().ToList();

			// Generate objects
			foreach (Sound snd in availData)
			{
				if (convert.IsObjectHandled(snd)) continue;

				GameObject gameobj = convert.Result.OfType<GameObject>().FirstOrDefault();
				SoundEmitter emitter = convert.Result.OfType<SoundEmitter>().FirstOrDefault();
				if (emitter == null && gameobj != null) emitter = gameobj.GetComponent<SoundEmitter>();
				if (emitter == null) emitter = new SoundEmitter();
				convert.SuggestResultName(emitter, snd.Name);
					
				SoundEmitter.Source source = new SoundEmitter.Source(snd);
				emitter.Sources.Add(source);

				convert.AddResult(emitter);
				convert.MarkObjectHandled(snd);
			}
			return false;
		}
Пример #31
0
        public override bool Convert(ConvertOperation convert)
        {
            bool finishConvertOp = false;

            List<Sound> availData = convert.Perform<Sound>().ToList();

            // Append objects
            foreach (Sound baseRes in availData)
            {
                if (convert.IsObjectHandled(baseRes)) continue;
                if (baseRes.Data != null)
                {
                    for (int i = 0; i < baseRes.Data.Count; i++)
                    {
                        if (!baseRes.Data[i].IsAvailable) continue;
                        convert.AddResult(baseRes.Data[i].Res);
                        finishConvertOp = true;
                    }
                }
                convert.MarkObjectHandled(baseRes);
            }

            return finishConvertOp;
        }
Пример #32
0
        public override bool Convert(ConvertOperation convert)
        {
            bool finishConvertOp = false;
            List<BatchInfo> availData = convert.Perform<BatchInfo>().ToList();

            // Generate objects
            foreach (BatchInfo info in availData)
            {
                if (convert.IsObjectHandled(info)) continue;

                // Auto-Generate Material
                string matName = "Material";
                if (!info.MainTexture.IsExplicitNull) matName = info.MainTexture.FullName;
                string matPath = PathHelper.GetFreePath(matName, Resource.GetFileExtByType<Material>());
                Material mat = new Material(info);
                mat.Save(matPath);

                convert.AddResult(mat);
                finishConvertOp = true;
                convert.MarkObjectHandled(info);
            }

            return finishConvertOp;
        }
Пример #33
0
        public override bool Convert(ConvertOperation convert)
        {
            // If we already have a renderer in the result set, consider generating
            // another one to be not the right course of action.
            if (convert.Result.OfType <ICmpRenderer>().Any())
            {
                return(false);
            }

            List <object>   results   = new List <object>();
            List <Material> availData = convert.Perform <Material>().ToList();

            // Generate objects
            foreach (Material mat in availData)
            {
                if (convert.IsObjectHandled(mat))
                {
                    continue;
                }
                Texture    mainTex      = mat.MainTexture.Res;
                Pixmap     basePixmap   = (mainTex != null) ? mainTex.BasePixmap.Res : null;
                GameObject gameobj      = convert.Result.OfType <GameObject>().FirstOrDefault();
                bool       hasAnimation = (mainTex != null && basePixmap != null && basePixmap.Atlas != null && basePixmap.Atlas.Count > 0);

                // Determine the size of the displayed sprite
                Vector2 spriteSize;
                if (hasAnimation)
                {
                    Rect atlasRect = basePixmap.LookupAtlas(0);
                    spriteSize = atlasRect.Size;
                }
                else if (mainTex != null)
                {
                    spriteSize = mainTex.ContentSize;

                    // If we're dealing with default content, clamp sprite size to
                    // something easily visible in order to avoid 1x1 sprites for
                    // default White / Black or similar fallback textures.
                    if (mainTex.IsDefaultContent)
                    {
                        spriteSize = Vector2.Max(spriteSize, new Vector2(32.0f, 32.0f));
                    }
                }
                else
                {
                    spriteSize = Pixmap.Checkerboard.Res.Size;
                }

                // Create a sprite Component in any case
                SpriteRenderer sprite = convert.Result.OfType <SpriteRenderer>().FirstOrDefault();
                if (sprite == null && gameobj != null)
                {
                    sprite = gameobj.GetComponent <SpriteRenderer>();
                }
                if (sprite == null)
                {
                    sprite = new SpriteRenderer();
                }
                sprite.SharedMaterial = mat;
                sprite.Rect           = Rect.Align(Alignment.Center, 0.0f, 0.0f, spriteSize.X, spriteSize.Y);
                results.Add(sprite);

                // If we have animation data, create an animator component as well
                if (hasAnimation)
                {
                    SpriteAnimator animator = convert.Result.OfType <SpriteAnimator>().FirstOrDefault();
                    if (animator == null && gameobj != null)
                    {
                        animator = gameobj.GetComponent <SpriteAnimator>();
                    }
                    if (animator == null)
                    {
                        animator = new SpriteAnimator();
                    }
                    animator.AnimDuration = 5.0f;
                    animator.FrameCount   = basePixmap.Atlas.Count;
                    results.Add(animator);
                }

                convert.SuggestResultName(sprite, mat.Name);
                convert.MarkObjectHandled(mat);
            }

            convert.AddResult(results);
            return(false);
        }
Пример #34
0
		public override bool Convert(ConvertOperation convert)
		{
			List<object> results = new List<object>();
			List<Material> availData = convert.Perform<Material>().ToList();

			// Generate objects
			foreach (Material mat in availData)
			{
				if (convert.IsObjectHandled(mat)) continue;
				Texture mainTex = mat.MainTexture.Res;
				GameObject gameobj = convert.Result.OfType<GameObject>().FirstOrDefault();

				if (mainTex == null || mainTex.AnimFrames == 0)
				{
					SpriteRenderer sprite = convert.Result.OfType<SpriteRenderer>().FirstOrDefault();
					if (sprite == null && gameobj != null) sprite = gameobj.GetComponent<SpriteRenderer>();
					if (sprite == null) sprite = new SpriteRenderer();
					sprite.SharedMaterial = mat;
					if (mainTex != null) sprite.Rect = Rect.AlignCenter(0.0f, 0.0f, mainTex.PixelWidth, mainTex.PixelHeight);
					convert.SuggestResultName(sprite, mat.Name);
					results.Add(sprite);
				}
				else
				{
					AnimSpriteRenderer sprite = convert.Result.OfType<AnimSpriteRenderer>().FirstOrDefault();
					if (sprite == null && gameobj != null) sprite = gameobj.GetComponent<AnimSpriteRenderer>();
					if (sprite == null) sprite = new AnimSpriteRenderer();
					sprite.SharedMaterial = mat;
					sprite.Rect = Rect.AlignCenter(0.0f, 0.0f, mainTex.PixelWidth / mainTex.AnimCols, mainTex.PixelHeight / mainTex.AnimRows);
					sprite.AnimDuration = 5.0f;
					sprite.AnimFrameCount = mainTex.AnimFrames;
					convert.SuggestResultName(sprite, mat.Name);
					results.Add(sprite);
				}

				convert.MarkObjectHandled(mat);
			}

			convert.AddResult(results);
			return false;
		}
Пример #35
0
        public override bool Convert(ConvertOperation convert)
        {
            List <Component> availData = convert.Perform <Component>().ToList();

            availData.Sort((Component a, Component b) => a.RequiresComponent(b.GetType()) ? 1 : 0);

            // Generate objects
            foreach (Component cmp in availData)
            {
                if (convert.IsObjectHandled(cmp))
                {
                    continue;
                }
                Type cmpType = cmp.GetType();

                // Create or retrieve GameObject
                GameObject gameObj = null;
                {
                    // First try to get one from the resultset that has an open slot for this kind of Component
                    if (gameObj == null)
                    {
                        gameObj = convert.Result.OfType <GameObject>().FirstOrDefault(g => g.GetComponent(cmpType) == null);
                    }
                    // Still none? Create a new GameObject
                    if (gameObj == null)
                    {
                        gameObj = new GameObject();

                        // Come up with a suitable name
                        string nameSuggestion = null;
                        {
                            // Be open for suggestions
                            if (nameSuggestion == null)
                            {
                                nameSuggestion = convert.TakeSuggestedResultName(cmp);
                            }
                            // Use a standard name
                            if (nameSuggestion == null)
                            {
                                nameSuggestion = cmpType.Name;
                            }
                        }

                        gameObj.Name = nameSuggestion;
                    }
                }

                // Make sure all requirements are met
                foreach (Type t in Component.GetRequiredComponents(cmpType))
                {
                    gameObj.AddComponent(t);
                }

                // Make sure no other Component of this Type is already added
                gameObj.RemoveComponent(cmpType);

                // Add Component
                gameObj.AddComponent(cmp.GameObj == null ? cmp : cmp.Clone());

                convert.AddResult(gameObj);
                convert.MarkObjectHandled(cmp);
            }

            return(false);
        }
Пример #36
0
        public override bool Convert(ConvertOperation convert)
        {
            List <object>   results   = new List <object>();
            List <Material> availData = convert.Perform <Material>().ToList();

            // Generate objects
            foreach (Material mat in availData)
            {
                if (convert.IsObjectHandled(mat))
                {
                    continue;
                }

                DrawTechnique     tech      = mat.Technique.Res;
                LightingTechnique lightTech = tech as LightingTechnique;
                if (tech == null)
                {
                    continue;
                }

                bool isDynamicLighting = lightTech != null ||
                                         tech.PreferredVertexFormat == VertexC1P3T2A4.VertexTypeIndex ||
                                         tech.PreferredVertexFormat == VertexC1P3T4A4A1.VertexTypeIndex;
                if (!isDynamicLighting)
                {
                    continue;
                }

                Texture    mainTex = mat.MainTexture.Res;
                GameObject gameobj = convert.Result.OfType <GameObject>().FirstOrDefault();

                if (mainTex == null || mainTex.AnimFrames == 0)
                {
                    LightingSpriteRenderer sprite = convert.Result.OfType <LightingSpriteRenderer>().FirstOrDefault();
                    if (sprite == null && gameobj != null)
                    {
                        sprite = gameobj.GetComponent <LightingSpriteRenderer>();
                    }
                    if (sprite == null)
                    {
                        sprite = new LightingSpriteRenderer();
                    }
                    sprite.SharedMaterial = mat;
                    if (mainTex != null)
                    {
                        sprite.Rect = Rect.AlignCenter(0.0f, 0.0f, mainTex.PixelWidth, mainTex.PixelHeight);
                    }
                    convert.SuggestResultName(sprite, mat.Name);
                    results.Add(sprite);
                }
                else
                {
                    LightingAnimSpriteRenderer sprite = convert.Result.OfType <LightingAnimSpriteRenderer>().FirstOrDefault();
                    if (sprite == null && gameobj != null)
                    {
                        sprite = gameobj.GetComponent <LightingAnimSpriteRenderer>();
                    }
                    if (sprite == null)
                    {
                        sprite = new LightingAnimSpriteRenderer();
                    }
                    sprite.SharedMaterial = mat;
                    sprite.Rect           = Rect.AlignCenter(0.0f, 0.0f, mainTex.PixelWidth / mainTex.AnimCols, mainTex.PixelHeight / mainTex.AnimRows);
                    sprite.AnimDuration   = 5.0f;
                    sprite.AnimFrameCount = mainTex.AnimFrames;
                    convert.SuggestResultName(sprite, mat.Name);
                    results.Add(sprite);
                }

                convert.MarkObjectHandled(mat);
            }

            convert.AddResult(results);
            return(false);
        }
Пример #37
0
        public override bool Convert(ConvertOperation convert)
        {
            // If we already have a renderer in the result set, consider generating
            // another one to be not the right course of action.
            if (convert.Result.OfType <ICmpRenderer>().Any())
            {
                return(false);
            }

            List <object>   results   = new List <object>();
            List <Material> availData = convert.Perform <Material>().ToList();

            // Generate objects
            foreach (Material mat in availData)
            {
                if (convert.IsObjectHandled(mat))
                {
                    continue;
                }
                Texture    mainTex    = mat.MainTexture.Res;
                Pixmap     basePixmap = (mainTex != null) ? mainTex.BasePixmap.Res : null;
                GameObject gameobj    = convert.Result.OfType <GameObject>().FirstOrDefault();

                if (mainTex == null || basePixmap == null || basePixmap.AnimFrames == 0)
                {
                    SpriteRenderer sprite = convert.Result.OfType <SpriteRenderer>().FirstOrDefault();
                    if (sprite == null && gameobj != null)
                    {
                        sprite = gameobj.GetComponent <SpriteRenderer>();
                    }
                    if (sprite == null)
                    {
                        sprite = new SpriteRenderer();
                    }
                    sprite.SharedMaterial = mat;
                    if (mainTex != null)
                    {
                        sprite.Rect = Rect.Align(Alignment.Center, 0.0f, 0.0f, mainTex.PixelWidth, mainTex.PixelHeight);
                    }
                    convert.SuggestResultName(sprite, mat.Name);
                    results.Add(sprite);
                }
                else
                {
                    AnimSpriteRenderer sprite = convert.Result.OfType <AnimSpriteRenderer>().FirstOrDefault();
                    if (sprite == null && gameobj != null)
                    {
                        sprite = gameobj.GetComponent <AnimSpriteRenderer>();
                    }
                    if (sprite == null)
                    {
                        sprite = new AnimSpriteRenderer();
                    }
                    sprite.SharedMaterial = mat;
                    sprite.Rect           = Rect.Align(Alignment.Center,
                                                       0.0f,
                                                       0.0f,
                                                       (mainTex.PixelWidth / basePixmap.AnimCols) - basePixmap.AnimFrameBorder * 2,
                                                       (mainTex.PixelHeight / basePixmap.AnimRows) - basePixmap.AnimFrameBorder * 2);
                    sprite.AnimDuration   = 5.0f;
                    sprite.AnimFrameCount = basePixmap.AnimFrames;
                    convert.SuggestResultName(sprite, mat.Name);
                    results.Add(sprite);
                }

                convert.MarkObjectHandled(mat);
            }

            convert.AddResult(results);
            return(false);
        }
Пример #38
0
        public override bool Convert(ConvertOperation convert)
        {
            // If we already have a renderer in the result set, consider generating
            // another one to be not the right course of action.
            if (convert.Result.OfType <ICmpRenderer>().Any())
            {
                return(false);
            }

            List <object>   results   = new List <object>();
            List <Material> availData = convert.Perform <Material>().ToList();

            // Generate objects
            foreach (Material mat in availData)
            {
                if (convert.IsObjectHandled(mat))
                {
                    continue;
                }

                DrawTechnique tech = mat.Technique.Res;
                if (tech == null)
                {
                    continue;
                }

                bool isDynamicLighting =
                    tech is LightingTechnique ||
                    tech.PreferredVertexFormat == VertexDynamicLighting.Declaration;
                if (!isDynamicLighting)
                {
                    continue;
                }

                Texture    mainTex      = mat.MainTexture.Res;
                Pixmap     basePixmap   = (mainTex != null) ? mainTex.BasePixmap.Res : null;
                GameObject gameobj      = convert.Result.OfType <GameObject>().FirstOrDefault();
                bool       hasAnimation = (mainTex != null && basePixmap != null && basePixmap.Atlas != null && basePixmap.Atlas.Count > 0);

                // Determine the size of the displayed sprite
                Vector2 spriteSize;
                if (hasAnimation)
                {
                    Rect atlasRect = basePixmap.LookupAtlas(0);
                    spriteSize = atlasRect.Size;
                }
                else if (mainTex != null)
                {
                    spriteSize = mainTex.ContentSize;
                }
                else
                {
                    spriteSize = Pixmap.Checkerboard.Res.Size;
                }

                // Create a sprite Component in any case
                LightingSpriteRenderer sprite = convert.Result.OfType <LightingSpriteRenderer>().FirstOrDefault();
                if (sprite == null && gameobj != null)
                {
                    sprite = gameobj.GetComponent <LightingSpriteRenderer>();
                }
                if (sprite == null)
                {
                    sprite = new LightingSpriteRenderer();
                }
                sprite.SharedMaterial = mat;
                sprite.Rect           = Rect.Align(Alignment.Center, 0.0f, 0.0f, spriteSize.X, spriteSize.Y);
                results.Add(sprite);

                // If we have animation data, create an animator component as well
                if (hasAnimation)
                {
                    SpriteAnimator animator = convert.Result.OfType <SpriteAnimator>().FirstOrDefault();
                    if (animator == null && gameobj != null)
                    {
                        animator = gameobj.GetComponent <SpriteAnimator>();
                    }
                    if (animator == null)
                    {
                        animator = new SpriteAnimator();
                    }
                    animator.AnimDuration = 5.0f;
                    animator.FrameCount   = basePixmap.Atlas.Count;
                    results.Add(animator);
                }

                convert.SuggestResultName(sprite, mat.Name);
                convert.MarkObjectHandled(mat);
            }

            convert.AddResult(results);
            return(false);
        }