// Upgrade project folders and move anything to correct location static void UpgradeProject() { // Move materials into a resources folders so that they are found in runtime generation LBEditorHelper.MoveAsset("LBSetup.UpgradeProject", materialsFolder, materialsFolder + "/Resources", "LBMoon.mat"); LBEditorHelper.MoveAsset("LBSetup.UpgradeProject", materialsFolder, materialsFolder + "/Resources", "LBTerrain.mat"); #if SCSM_SSC // If Sci-Fi Ship Controller is installed first, LBStar.mat exists in a non-resource folder in SSC. LBEditorHelper.MoveAsset("LBSetup.UpgradeProject", "Assets/SCSM/SciFiShipController/Demos/Materials/Environment", materialsFolder + "/Resources", "LBStar.mat"); // Move stars into resources folder so that celestials get built at runtime correctly LBEditorHelper.CheckFolder(modelsFolder); LBEditorHelper.MoveAsset("LBSetup.UpgradeProject", "Assets/SCSM/SciFiShipController/Demos/Models/Environment", modelsFolder + "/Resources", "StarLowPolyFBX.fbx"); #else LBEditorHelper.MoveAsset("LBSetup.UpgradeProject", materialsFolder, materialsFolder + "/Resources", "LBStar.mat"); // Move stars into resources folder so that celestials get built at runtime correctly LBEditorHelper.MoveAsset("LBSetup.UpgradeProject", modelsFolder, modelsFolder + "/Resources", "StarLowPolyFBX.fbx"); #endif // Move the shaders into a resources folder LBEditorHelper.MoveAsset("LBSetup.UpgradeProject", shadersFolder, shadersFolder + "/Resources", "LBTerrain-Base.shader"); LBEditorHelper.MoveAsset("LBSetup.UpgradeProject", shadersFolder, shadersFolder + "/Resources", "LBTerrain-AddPass.shader"); LBEditorHelper.MoveAsset("LBSetup.UpgradeProject", shadersFolder, shadersFolder + "/Resources", "LBTerrain-FirstPass.shader"); // v1.3.5 if (File.Exists(shadersFolder + "/" + "LBWeatherFX.shader") || File.Exists(shadersFolder + "/Resources/" + "LBWeatherFX.shader")) { Debug.LogWarning("WARNING: Landscape Builder - LBWeatherFX was replaced in v1.3.5 with LBImageFX - please consult the manual or contact support"); } if (File.Exists(shadersFolder + "/" + "LBSimpleSSRR.shader")) { Debug.LogWarning("WARNING: Landscape Builder - LBSimpleSSRR was replaced in v1.3.5 with LBImageFX - please consult the manual or contact support"); } // If the Designers are in the wrong folder, move them #if LB_EDITOR LBEditorHelper.MoveAsset("LBSetup.UpgradeProject", scriptsBehavioursFolder, scriptsDesignersFolder, "LBGroupDesigner.cs"); #endif LBEditorHelper.MoveAsset("LBSetup.UpgradeProject", scriptsBehavioursFolder, scriptsDesignersFolder, "LBStencilBrushPainter.cs"); // LB 2.0.4 may have incorrectly created a Material folder in Demo Scene\Models if (Directory.Exists(demosceneFolder + "/Models/Materials")) { if (AssetDatabase.DeleteAsset(demosceneFolder + "/Models/Materials")) { Debug.Log("INFO: Landscape Builder - Removed legacy " + demosceneFolder + "/Models/Materials folder"); } } // LB 2.2.0 Support for multiple SRP versions LBEditorHelper.RenameAsset("LBSetup.UpgradeProject", lbFolder + "/SRP", "LB_LWRP.unitypackage", "LB_LWRP_4.0.1.unitypackage"); LBEditorHelper.RenameAsset("LBSetup.UpgradeProject", lbFolder + "/SRP", "LB_HDRP.unitypackage", "LB_HDRP_4.9.0.unitypackage"); // LB 2.2.1 If the SRP version-based packages where imported, the rename above would not have updated original packages LBEditorHelper.DeleteAsset("LBSetup.UpgradeProject", lbFolder + "/SRP", "LB_HDRP.unitypackage"); LBEditorHelper.DeleteAsset("LBSetup.UpgradeProject", lbFolder + "/SRP", "LB_LWRP.unitypackage"); }