Пример #1
0
        static void CreateLevelTemplateAll()
        {
            ClearLevelTemplate();
            GameObject[] allObjects = UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects(); //Store array of all root objects

            for (int x = 0; x < allObjects.Length; x++)                                                               //Loop through all objects
            {
                Object fileCheck = (Object)AssetDatabase.LoadAssetAtPath(levelPath + allObjects[x].name + ".prefab", typeof(Object));
                //If the path already exists
                while (fileCheck)
                {
                    allObjects[x].name = allObjects[x].name + "(clone)";
                    fileCheck          = (Object)AssetDatabase.LoadAssetAtPath(levelPath + allObjects[x].name + ".prefab", typeof(Object));
                }
                ObjectClipboard.MakePrefab(allObjects[x].transform.gameObject, levelPath);  //Make prefab of individual object
            }
        }
Пример #2
0
 static void CreateLevelTemplateSelected()
 {
     ClearLevelTemplate();
     //SelectionHandler.DeselectChildren();
     GameObject[] allObjects = Selection.gameObjects;
     for (int x = 0; x < allObjects.Length; x++)  //Loop through all objects
     {
         Object fileCheck = (Object)AssetDatabase.LoadAssetAtPath(levelPath + allObjects[x].name + ".prefab", typeof(Object));
         //If the path already exists
         while (fileCheck)
         {
             allObjects[x].name = allObjects[x].name + "(clone)";
             fileCheck          = (Object)AssetDatabase.LoadAssetAtPath(levelPath + allObjects[x].name + ".prefab", typeof(Object));
         }
         ObjectClipboard.MakePrefab(allObjects[x].transform.gameObject, levelPath);  //Make prefab of individual object
     }
 }