protected void ImportBubble()
        {
            _projectid = _projectid.Trim();
            if (string.IsNullOrEmpty(_projectid))
            {
                EditorUtility.DisplayDialog("Unable to import", "Please specify a valid project name.", "Close");
                return;
            }
            _scene = _scene.Trim();
            if (string.IsNullOrEmpty(_scene))
            {
                EditorUtility.DisplayDialog("Unable to import", "Please specify a valid project name.", "Close");
                return;
            }
            _urn = _urn.Trim();
            if (string.IsNullOrEmpty(_urn))
            {
                EditorUtility.DisplayDialog("Unable to import", "Please specify a valid project URN.", "Close");
                return;
            }
            _bearer = _bearer.Trim();
            if (string.IsNullOrEmpty(_bearer))
            {
                EditorUtility.DisplayDialog("Unable to import", "Please specify a valid access token.", "Close");
                return;
            }

            if (this._saveToDisk)
            {
                string resources = ForgeConstants._resourcesPath + this._projectid;
                FileUtil.DeleteFileOrDirectory(resources);
                System.IO.Directory.CreateDirectory(resources);
                AssetDatabase.Refresh();
            }

            _loader.PROJECTID                 = this._projectid;
            _loader.URN                       = this._urn;
            _loader.BEARER                    = this._bearer;
            _loader.SCENEID                   = this._scene;
            _loader.LoadMesh                  = this._loadMesh;
            _loader.CreateCollider            = this._createColliders;
            _loader.LoadMetadata              = this._loadMetadata;
            _loader.SaveToDisk                = this._saveToDisk;
            _loader.ProcessedNodes           += new ForgeLoaderEngine.ProcessedNodesDelegate(ProcessedNodes);
            _loader.ProcessingNodesCompleted += new ForgeLoaderEngine.ProcessingNodesCompletedDelegate(ProcessingNodesCompleted);
            _loaderActive                     = true;
            _loader.Awake();
        }
Пример #2
0
        // https://docs.unity3d.com/Manual/ExecutionOrder.html

        protected void Awake()            // Awake is called before Start()
        {
            _loader.ROOT                      = gameObject;
            _loader.URN                       = this.URN;
            _loader.BEARER                    = this.BEARER;
            _loader.LoadMesh                  = this.LoadMesh;
            _loader.CreateCollider            = this.CreateColliders;
            _loader.LoadMetadata              = this.LoadMetadata;
            _loader.SCENEID                   = this.SCENEID;
            _loader.PROJECTID                 = this.SCENEID;
            _loader.SaveToDisk                = false;
            _loader.ProcessedNodes           += new ForgeLoaderEngine.ProcessedNodesDelegate(ProcessedNodesCB);
            _loader.ProcessingNodesCompleted += new ForgeLoaderEngine.ProcessingNodesCompletedDelegate(ProcessingNodesCompletedCB);

            _loader.Awake();
        }