private void CreateCameraScript(SessionTemplateGeneratorParameters parameters, Package package, ProjectReference projectGameReference, string projectGameName, Entity cameraEntity, AssetItem sceneAssetItem) { var logger = parameters.Logger; // Create camera script var cameraScriptTemplate = TemplateManager.FindTemplates(package.Session).OfType <TemplateAssetDescription>().FirstOrDefault(x => x.DefaultOutputName == CameraScriptDefaultOutputName); if (cameraScriptTemplate == null) { throw new InvalidOperationException($"Could not find template for script '{CameraScriptDefaultOutputName}'"); } var cameraScriptParameters = new AssetTemplateGeneratorParameters(projectGameName) { Name = cameraScriptTemplate.DefaultOutputName, Description = cameraScriptTemplate, Namespace = parameters.Namespace, Package = package, Logger = logger, Unattended = true, }; ScriptTemplateGenerator.SetClassName(cameraScriptParameters, cameraScriptTemplate.DefaultOutputName); if (!ScriptTemplateGenerator.Default.PrepareForRun(cameraScriptParameters).Result || !ScriptTemplateGenerator.Default.Run(cameraScriptParameters)) { throw new InvalidOperationException($"Could not create script '{CameraScriptDefaultOutputName}'"); } // Force save after having created the script // Note: We do that AFTER GameSettings is dirty, otherwise it would ask for an assembly reload (game settings saved might mean new graphics API) SaveSession(parameters); parameters.Logger.Verbose("Restore NuGet packages..."); VSProjectHelper.RestoreNugetPackages(parameters.Logger, parameters.Session.SolutionPath).Wait(); logger.Verbose("Compiling game assemblies..."); parameters.Session.UpdateAssemblyReferences(logger); if (package.State < PackageState.DependenciesReady) { logger.Warning("Assembly references were not compiled properly"); return; } logger.Verbose("Game assemblies compiled..."); // Create the Camera script in Camera entity // Since we rely on lot of string check, added some null checking and try/catch to not crash the apps in case something went wrong // We only emit warnings rather than errors, so that the user could continue try { var gameAssembly = package.LoadedAssemblies.FirstOrDefault(x => x.ProjectReference == projectGameReference)?.Assembly; if (gameAssembly == null) { logger.Warning("Can't load Game assembly"); return; } var cameraScriptType = package.LoadedAssemblies.First(x => x.ProjectReference == projectGameReference).Assembly.GetType($"{parameters.Namespace}.{CameraScriptDefaultOutputName}"); if (cameraScriptType == null) { logger.Warning($"Could not find script '{CameraScriptDefaultOutputName}' in Game assembly"); return; } cameraEntity.Add((EntityComponent)Activator.CreateInstance(cameraScriptType)); sceneAssetItem.IsDirty = true; } catch (Exception e) { logger.Warning($"Could not instantiate {CameraScriptDefaultOutputName} script", e); } }
protected override bool Generate(SessionTemplateGeneratorParameters parameters) { if (parameters == null) { throw new ArgumentNullException(nameof(parameters)); } // Structure of files to generate: // $Name$.xkpkg // $Name$.targets // Assets\ // $Name$.Game\ // $Name$.Windows\ // $Name$.Android\ // $Name$.iOS\ var logger = parameters.Logger; var platforms = parameters.GetTag(PlatformsKey); var name = parameters.Name; var outputDirectory = parameters.OutputDirectory; var orientation = parameters.GetTag(OrientationKey); // Generate the package //var package = NewPackageTemplateGenerator.GeneratePackage(parameters); // Generate projects for this package var session = parameters.Session; var projectGameName = Utilities.BuildValidNamespaceName(name); var stepIndex = 0; var stepCount = platforms.Count + 1; // Log progress ProjectTemplateGeneratorHelper.Progress(logger, $"Generating {projectGameName}...", stepIndex++, stepCount); // Generate the Game library var project = ProjectTemplateGeneratorHelper.GenerateTemplate(parameters, platforms, "ProjectLibrary.Game/ProjectLibrary.Game.ttproj", projectGameName, PlatformType.Shared, null, ProjectType.Library, orientation); var package = project.Package; //write gitignore WriteGitIgnore(parameters); // Setup the assets folder //Directory.CreateDirectory(UPath.Combine(package.RootDirectory, (UDirectory)"Assets/Shared")); session.Projects.Add(project); // Load missing references session.LoadMissingDependencies(parameters.Logger); // Load dependency assets (needed for camera script template) session.LoadMissingAssets(parameters.Logger, project.FlattenedDependencies.Select(x => x.Package).NotNull()); // Add Effects as an asset folder in order to load xksl package.AssetFolders.Add(new AssetFolder("Effects")); var packageParameters = new PackageTemplateGeneratorParameters { Name = package.Meta.Name, OutputDirectory = package.FullPath.GetFullDirectory(), Description = parameters.Description, Package = package, Logger = parameters.Logger, }; // Generate executable projects for each platform var platformProjects = ProjectTemplateGeneratorHelper.UpdatePackagePlatforms(packageParameters, platforms, orientation, false).ToList(); // Add asset packages CopyAssetPacks(parameters, package); // Create camera script var cameraScriptTemplate = TemplateManager.FindTemplates(package.Session).OfType <TemplateAssetDescription>().FirstOrDefault(x => x.DefaultOutputName == CameraScriptDefaultOutputName); if (cameraScriptTemplate == null) { throw new InvalidOperationException($"Could not find template for script '{CameraScriptDefaultOutputName}'"); } var cameraScriptParameters = new AssetTemplateGeneratorParameters(string.Empty) { Name = cameraScriptTemplate.DefaultOutputName, Description = cameraScriptTemplate, Namespace = parameters.Namespace, Package = package, Logger = logger, Unattended = true, }; ScriptTemplateGenerator.SetClassName(cameraScriptParameters, cameraScriptTemplate.DefaultOutputName); if (!ScriptTemplateGenerator.Default.PrepareForRun(cameraScriptParameters).Result || !ScriptTemplateGenerator.Default.Run(cameraScriptParameters)) { throw new InvalidOperationException($"Could not create script '{CameraScriptDefaultOutputName}'"); } // Force save after having created the script // Note: We do that AFTER GameSettings is dirty, otherwise it would ask for an assembly reload (game settings saved might mean new graphics API) SaveSession(parameters); // Load missing references session.LoadMissingReferences(parameters.Logger); // Setup GraphicsCompositor using DefaultGraphicsCompositor var graphicsProfile = parameters.GetTag(GraphicsProfileKey); var defaultCompositorUrl = graphicsProfile >= GraphicsProfile.Level_10_0 ? XenkoPackageUpgrader.DefaultGraphicsCompositorLevel10Url : XenkoPackageUpgrader.DefaultGraphicsCompositorLevel9Url; var defaultCompositor = session.FindAsset(defaultCompositorUrl); var graphicsCompositor = new AssetItem("GraphicsCompositor", defaultCompositor.CreateDerivedAsset()); package.Assets.Add(graphicsCompositor); graphicsCompositor.IsDirty = true; // Setup GameSettingsAsset var gameSettingsAsset = GameSettingsFactory.Create(); gameSettingsAsset.GetOrCreate <EditorSettings>().RenderingMode = parameters.GetTag(IsHDRKey) ? RenderingMode.HDR : RenderingMode.LDR; gameSettingsAsset.GraphicsCompositor = AttachedReferenceManager.CreateProxyObject <GraphicsCompositor>(graphicsCompositor.ToReference()); var renderingSettings = gameSettingsAsset.GetOrCreate <RenderingSettings>(); renderingSettings.DefaultGraphicsProfile = parameters.GetTag(GraphicsProfileKey); renderingSettings.DisplayOrientation = (RequiredDisplayOrientation)orientation; var gameSettingsAssetItem = new AssetItem(GameSettingsAsset.GameSettingsLocation, gameSettingsAsset); package.Assets.Add(gameSettingsAssetItem); gameSettingsAssetItem.IsDirty = true; // Add assets to the package AddAssets(parameters, package, projectGameName); // Log done ProjectTemplateGeneratorHelper.Progress(logger, "Done", stepCount, stepCount); // Set current project session.CurrentProject = platformProjects.FirstOrDefault(x => x.Platform == PlatformType.Windows) ?? project; return(true); }