Пример #1
0
        void SaveAgents()
        {
#if UNITY_EDITOR
            LSAgent[] allAgents = GameObject.FindObjectsOfType <LSAgent>();
            FastList <EnvironmentAgentInfo> agentsBuffer = new FastList <EnvironmentAgentInfo>();

            IAgentDataProvider database;

            if (LSDatabaseManager.TryGetDatabase <IAgentDataProvider>(out database))
            {
                var agentData = database.AgentData;
                Dictionary <GameObject, string> prefabCodeMap = new Dictionary <GameObject, string>();
                foreach (var item in agentData)
                {
                    prefabCodeMap.Add(item.GetAgent().gameObject, item.Name);
                }
                foreach (var agent in allAgents)
                {
                    GameObject prefab = UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(agent.gameObject) as GameObject;
                    string     agentCode;
                    if (prefabCodeMap.TryGetValue(prefab, out agentCode))
                    {
                        Vector3d             pos       = new Vector3d(agent.transform.position);
                        Vector2d             rot       = Vector2d.CreateRotation(agent.transform.eulerAngles.y * Mathf.Deg2Rad);
                        EnvironmentAgentInfo agentInfo = new EnvironmentAgentInfo(
                            agentCode,
                            agent,
                            pos,
                            rot
                            );
                        agentsBuffer.Add(agentInfo);
                    }
                    else
                    {
                        Debug.LogError(agent + " does not exist in 'Agents' database");
                    }
                }
                this._environmentAgents = agentsBuffer.ToArray();
            }
            else
            {
                Debug.LogError("No database");
            }
#endif
        }
Пример #2
0
        void SaveBodies()
        {
            UnityLSBody[] allBodies = GameObject.FindObjectsOfType <UnityLSBody>();
            FastList <EnvironmentBodyInfo> bodiesBuffer = new FastList <EnvironmentBodyInfo>();

            foreach (UnityLSBody body in allBodies)
            {
                if (IsAgent(body))
                {
                    continue;
                }
                Vector3d            pos      = new Vector3d(body.transform.position);
                Vector2d            rot      = Vector2d.CreateRotation(body.transform.eulerAngles.y * Mathf.Deg2Rad);
                EnvironmentBodyInfo bodyInfo = new EnvironmentBodyInfo(
                    body,
                    pos,
                    rot
                    );
                bodiesBuffer.Add(bodyInfo);
            }

            _environmentBodies = bodiesBuffer.ToArray();
        }