/// <summary> /// Save all toggled Asset Root for the current scene. /// </summary> /// <param name="console_log">List of saved assets path (log purpose).</param> /// <returns>-1 if it fail, the number of assets saved otherwise</returns> public int SaveAll(out string console_log) { string log = string.Empty; int affectedRow = -1; if (ToogleScene) { string folderPath = CheckFolderPathValidity(StaticFolderPath, Scene.name); if (!string.IsNullOrEmpty(folderPath)) { affectedRow = 0; for (int index = 0; index < AssetToggleCollection.Count; index++) { if (AssetToggleCollection[index].IsToggle) { HEU_HoudiniAssetRoot assetRoot = AssetToggleCollection[index].RootAsset; string fullpath = CreateFullPath(folderPath, assetRoot.gameObject.name); HEU_AssetPresetUtility.SaveAssetPresetToFile(assetRoot._houdiniAsset, fullpath); log += fullpath + Environment.NewLine; affectedRow++; } } } else { log += "Folder path not valid."; } } console_log = log; return(affectedRow); }
private bool BakeAsset(int index, string folder_path, out string console_log) { string log = string.Empty; bool result = false; if (AssetToggleCollection[index].IsToggle) { HEU_HoudiniAssetRoot assetRoot = AssetToggleCollection[index].RootAsset; string assetName = assetRoot.name; //Save string fullpath = CreateFullPath(folder_path, assetName); HEU_AssetPresetUtility.SaveAssetPresetToFile(assetRoot._houdiniAsset, fullpath); log += fullpath; //Bake BakeAsset(assetRoot, index); result = true; } console_log = log; return(result); }