Пример #1
0
        public void SaveAsAsset(UnityPath prefabPath)
        {
            ShowMeshes();

            //var prefabPath = PrefabPath;
            if (prefabPath.IsFileExists)
            {
                // clear SubAssets
                foreach (var x in prefabPath.GetSubAssets().Where(x => !(x is GameObject) && !(x is Component)))
                {
                    GameObject.DestroyImmediate(x, true);
                }
            }

            //
            // save sub assets
            //
            var paths = new List <UnityPath>()
            {
                prefabPath
            };

            foreach (var o in ObjectsForSubAsset())
            {
                if (o == null)
                {
                    continue;
                }

                var assetPath = GetAssetPath(prefabPath, o);
                if (!assetPath.IsNull)
                {
                    assetPath.Parent.EnsureFolder();
                    assetPath.CreateAsset(o);
                    paths.Add(assetPath);
                }
                else
                {
                    // save as subasset
                    prefabPath.AddObjectToAsset(o);
                }
            }

            // Create or upate Main Asset
            if (prefabPath.IsFileExists)
            {
                Debug.LogFormat("replace prefab: {0}", prefabPath);
                var prefab = prefabPath.LoadAsset <GameObject>();
                PrefabUtility.ReplacePrefab(Root, prefab, ReplacePrefabOptions.ReplaceNameBased);
            }
            else
            {
                Debug.LogFormat("create prefab: {0}", prefabPath);
                PrefabUtility.CreatePrefab(prefabPath.Value, Root);
            }
            foreach (var x in paths)
            {
                x.ImportAsset();
            }
        }
Пример #2
0
        public void SaveAsAsset(UnityPath prefabPath)
        {
            ShowMeshes();

            //var prefabPath = PrefabPath;
            if (prefabPath.IsFileExists)
            {
                // clear SubAssets
                foreach (var x in prefabPath.GetSubAssets().Where(x => !(x is GameObject) && !(x is Component)))
                {
                    GameObject.DestroyImmediate(x, true);
                }
            }

            //
            // save sub assets
            //
            var paths = new List <UnityPath>()
            {
                prefabPath
            };

            foreach (var o in ObjectsForSubAsset())
            {
                if (o == null)
                {
                    continue;
                }

                var assetPath = GetAssetPath(prefabPath, o);
                if (!assetPath.IsNull)
                {
                    if (assetPath.IsFileExists)
                    {
                        if (AvoidOverwriteAndLoad(assetPath, o))
                        {
                            // 上書きせずに既存のアセットからロードして置き換えた
                            continue;
                        }
                    }

                    // アセットとして書き込む
                    assetPath.Parent.EnsureFolder();
                    assetPath.CreateAsset(o);
                    paths.Add(assetPath);
                }
                else
                {
                    // save as subasset
                    prefabPath.AddObjectToAsset(o);
                }
            }

            // Create or update Main Asset
            if (prefabPath.IsFileExists)
            {
                Debug.LogFormat("replace prefab: {0}", prefabPath);
                var prefab = prefabPath.LoadAsset <GameObject>();
#if UNITY_2018_3_OR_NEWER
                PrefabUtility.SaveAsPrefabAssetAndConnect(Root, prefabPath.Value, InteractionMode.AutomatedAction);
#else
                PrefabUtility.ReplacePrefab(Root, prefab, ReplacePrefabOptions.ReplaceNameBased);
#endif
            }
            else
            {
                Debug.LogFormat("create prefab: {0}", prefabPath);
#if UNITY_2018_3_OR_NEWER
                PrefabUtility.SaveAsPrefabAssetAndConnect(Root, prefabPath.Value, InteractionMode.AutomatedAction);
#else
                PrefabUtility.CreatePrefab(prefabPath.Value, Root);
#endif
            }
            foreach (var x in paths)
            {
                x.ImportAsset();
            }
        }
Пример #3
0
        public void SaveAsAsset(UnityPath prefabPath)
        {
            ShowMeshes();

            //var prefabPath = PrefabPath;
            if (prefabPath.IsFileExists)
            {
                // clear SubAssets
                foreach (var x in prefabPath.GetSubAssets().Where(x => !(x is GameObject) && !(x is Component)))
                {
                    GameObject.DestroyImmediate(x, true);
                }
            }

            // Add SubAsset
            var materialDir = prefabPath.GetAssetFolder(".Materials");

            materialDir.EnsureFolder();
            var textureDir = prefabPath.GetAssetFolder(".Textures");

            textureDir.EnsureFolder();
            var meshDir = prefabPath.GetAssetFolder(".Meshes");

            if (!MeshAsSubAsset)
            {
                meshDir.EnsureFolder();
            }

            var paths = new List <UnityPath>()
            {
                prefabPath
            };

            foreach (var o in ObjectsForSubAsset())
            {
                if (o is Material)
                {
                    var materialPath = materialDir.Child(o.name.EscapeFilePath() + ".asset");
                    materialPath.CreateAsset(o);
                    paths.Add(materialPath);
                }
                else if (o is Texture2D)
                {
                    var texturePath = textureDir.Child(o.name.EscapeFilePath() + ".asset");
                    texturePath.CreateAsset(o);
                    paths.Add(texturePath);
                }
                else if (o is Mesh && !MeshAsSubAsset)
                {
                    var meshPath = meshDir.Child(o.name.EscapeFilePath() + ".asset");
                    meshPath.CreateAsset(o);
                    paths.Add(meshPath);
                }
                else
                {
                    // save as subasset
                    prefabPath.AddObjectToAsset(o);
                }
            }

            // Create or upate Main Asset
            if (prefabPath.IsFileExists)
            {
                Debug.LogFormat("replace prefab: {0}", prefabPath);
                var prefab = prefabPath.LoadAsset <GameObject>();
                PrefabUtility.ReplacePrefab(Root, prefab, ReplacePrefabOptions.ReplaceNameBased);
            }
            else
            {
                Debug.LogFormat("create prefab: {0}", prefabPath);
                PrefabUtility.CreatePrefab(prefabPath.Value, Root);
            }
            foreach (var x in paths)
            {
                x.ImportAsset();
            }
        }