Пример #1
0
        private Texture2D GeneratePrefabPreviewTextureAndStore(Prefab prefab)
        {
            PrefabPreviewGenerator.Get().BeginPreviewGenSession();
            Texture2D prefabPreview = PrefabPreviewGenerator.Get().GeneratePreview(prefab);

            PrefabPreviewGenerator.Get().EndPreviewGenSession();
            if (prefabPreview != null)
            {
                _prefabToPreviewTexture.Add(prefab, prefabPreview);
            }
            return(prefabPreview);
        }
        public void GeneratePreviewsForPrefabCollection(List <Prefab> prefabs, bool showProgress)
        {
            int numPrefabs = prefabs.Count;

            if (numPrefabs == 0)
            {
                return;
            }

            PrefabPreviewGenerator.Get().BeginPreviewGenSession();
            if (!showProgress)
            {
                foreach (var prefab in prefabs)
                {
                    if (prefab == null || prefab.UnityPrefab == null || IsPreviewTextureAvailableForPrefab(prefab))
                    {
                        continue;
                    }
                    Texture2D prefabPreview = PrefabPreviewGenerator.Get().GeneratePreview(prefab);
                    if (prefabPreview != null)
                    {
                        _prefabToPreviewTexture.Add(prefab, prefabPreview);
                    }
                }
            }
            else
            {
                float invPrefabCount = 1.0f / numPrefabs;
                for (int prefabIndex = 0; prefabIndex < numPrefabs; ++prefabIndex)
                {
                    Prefab prefab = prefabs[prefabIndex];
                    if (prefab == null || prefab.UnityPrefab == null || IsPreviewTextureAvailableForPrefab(prefab))
                    {
                        continue;
                    }
                    EditorUtility.DisplayProgressBar("Generating prefab previews...", "Prefab: " + prefab.UnityPrefab.name, (float)(prefabIndex + 1) * invPrefabCount);
                    Texture2D prefabPreview = PrefabPreviewGenerator.Get().GeneratePreview(prefab);
                    if (prefabPreview != null)
                    {
                        _prefabToPreviewTexture.Add(prefab, prefabPreview);
                    }
                }
                EditorUtility.ClearProgressBar();
            }
            PrefabPreviewGenerator.Get().EndPreviewGenSession();
        }
        public void GeneratePreviewForAllPrefabCategories(bool showProgress)
        {
            PrefabPreviewGenerator.Get().BeginPreviewGenSession();
            if (!showProgress)
            {
                PrefabCategoryDatabase categoryDatabase = PrefabCategoryDatabase.Get();
                List <PrefabCategory>  allCategories    = categoryDatabase.GetAllPrefabCategories();
                foreach (var category in allCategories)
                {
                    int numPrefabs = category.NumberOfPrefabs;
                    if (numPrefabs == 0)
                    {
                        continue;
                    }

                    List <Prefab> allPrefabs = category.GetAllPrefabs();
                    foreach (var prefab in allPrefabs)
                    {
                        if (prefab == null || prefab.UnityPrefab == null || IsPreviewTextureAvailableForPrefab(prefab))
                        {
                            continue;
                        }
                        Texture2D prefabPreview = PrefabPreviewGenerator.Get().GeneratePreview(prefab);
                        if (prefabPreview != null)
                        {
                            _prefabToPreviewTexture.Add(prefab, prefabPreview);
                        }
                    }
                }
            }
            else
            {
                PrefabCategoryDatabase categoryDatabase = PrefabCategoryDatabase.Get();
                List <PrefabCategory>  allCategories    = categoryDatabase.GetAllPrefabCategories();
                foreach (var category in allCategories)
                {
                    int numPrefabs = category.NumberOfPrefabs;
                    if (numPrefabs == 0)
                    {
                        continue;
                    }

                    float         invPrefabCount = 1.0f / numPrefabs;
                    List <Prefab> allPrefabs     = category.GetAllPrefabs();
                    for (int prefabIndex = 0; prefabIndex < allPrefabs.Count; ++prefabIndex)
                    {
                        Prefab prefab = allPrefabs[prefabIndex];
                        if (prefab == null || prefab.UnityPrefab == null || IsPreviewTextureAvailableForPrefab(prefab))
                        {
                            continue;
                        }

                        EditorUtility.DisplayProgressBar("Generating prefab previews (" + category.Name + ")", "Prefab: " + prefab.UnityPrefab.name, (float)(prefabIndex + 1) * invPrefabCount);
                        Texture2D prefabPreview = PrefabPreviewGenerator.Get().GeneratePreview(prefab);
                        if (prefabPreview != null)
                        {
                            _prefabToPreviewTexture.Add(prefab, prefabPreview);
                        }
                    }
                }
                EditorUtility.ClearProgressBar();
            }
            PrefabPreviewGenerator.Get().EndPreviewGenSession();
        }