Пример #1
0
        private static List <PanelNode> GetLayer(Texture2D psdFile, string filter = "")
        {
            List <PanelNode>  PanelNodeList = new List <PanelNode> ();
            PsdExportSettings settings      = new PsdExportSettings(psdFile);
            PsdFileInfo       fileInfo      = new PsdFileInfo(settings.Psd);
            bool valid = (settings.Psd != null);

            if (valid)
            {
                settings.LoadLayers(fileInfo);
                PsdFile psd           = settings.Psd;
                int     layerIndexMin = 0;
                int     layerIndexMax = 0;
                for (int i = 0; i < psd.Layers.Count; i++)
                {
                    PSDLayerGroupInfo groupInfo = fileInfo.GetGroupByLayerIndex(i);
                    //Debug.Log (groupInfo.start + "-" + groupInfo.end + ":" + groupInfo.name);
                    if (groupInfo != null && !PanelNodeList.Exists(a => a.Name.Equals(groupInfo.name)))
                    {
                        PanelNode panelNode = new PanelNode(groupInfo.name);
                        panelNode.visible  = groupInfo.visible;
                        panelNode.idxStart = groupInfo.start;
                        panelNode.idxEnd   = groupInfo.end;
                        panelNode.isGroup  = true;
                        PanelNodeList.Add(panelNode);
                    }
                }

                for (int i = 0; i < fileInfo.LayerIndices.Length; i++)
                {
                    int       layerIndex = fileInfo.LayerIndices [i];
                    Layer     layer      = psd.Layers [layerIndex];
                    PanelNode panelNode  = new PanelNode(layer.Name);
                    panelNode.visible = layer.Visible;
                    panelNode.Index   = layerIndex;
                    panelNode.isGroup = false;
                    panelNode.layer   = layer;
                    PanelNodeList.Add(panelNode);
                }
                ArrangementNode(PanelNodeList);
            }
            return(PanelNodeList);
        }
		public static List<int> GetExportLayers(PsdExportSettings settings, PsdFileInfo fileInfo)
		{
			List<int> exportLayers = new List<int>();
			foreach (var keypair in settings.layerSettings)
			{
				PsdExportSettings.LayerSetting layerSetting = keypair.Value;
				// Don't export if not set to export
				if (!layerSetting.doExport)
					continue;

				// Don't export if group is off
				var groupInfo = fileInfo.GetGroupByLayerIndex(layerSetting.layerIndex);
				if (groupInfo != null && !groupInfo.visible)
					continue;

				exportLayers.Add(layerSetting.layerIndex);
			}
			return exportLayers;
		}
Пример #3
0
        public static List <int> GetExportLayers(PsdExportSettings settings, PsdFileInfo fileInfo)
        {
            List <int> exportLayers = new List <int>();

            foreach (var keypair in settings.layerSettings)
            {
                PsdExportSettings.LayerSetting layerSetting = keypair.Value;
                // Don't export if not set to export
                if (!layerSetting.doExport)
                {
                    continue;
                }

                // Don't export if group is off
                var groupInfo = fileInfo.GetGroupByLayerIndex(layerSetting.layerIndex);
                if (groupInfo != null && !groupInfo.visible)
                {
                    continue;
                }

                exportLayers.Add(layerSetting.layerIndex);
            }
            return(exportLayers);
        }
Пример #4
0
        private Dictionary <PSDLayerGroupInfo, Rect> DisplayLayers()
        {
            Dictionary <PSDLayerGroupInfo, Rect> groupRects = new Dictionary <PSDLayerGroupInfo, Rect>();

            int groupDepth       = 0;
            int groupVisibleMask = 1;
            int groupOpenMask    = 1;

            PsdFile psd = settings.Psd;

            // Loop backwards through the layers to display them in the expected order
            for (int i = psd.Layers.Count - 1; i >= 0; i--)
            {
                Layer layer = psd.Layers[i];

                //var instanceInfo = fileInfo.GetInstancedLayer(i);
                //if (instanceInfo != null && doDebug)
                //	Debug.LogFormat("Layer {0}, index {1}, is instance of {2}", layer.Name, i, instanceInfo.instanceLayer);

                // Layer set seems to appear in the photoshop layers
                // no idea what it does but doesn't seem to be relevant
                if (layer.Name.Equals("</Layer set>"))
                {
                    continue;
                }

                // Try to get the group of this layer
                var  groupInfo = fileInfo.GetGroupByLayerIndex(i);
                bool inGroup   = groupInfo != null;

                bool startGroup = false;
                bool closeGroup = false;

                if (inGroup)
                {
                    closeGroup = groupInfo.start == i;
                    startGroup = groupInfo.end == i;
                }

                // If start of group, indent
                if (startGroup)
                {
                    groupDepth++;

                    // Save the mask info
                    groupVisibleMask |= ((groupInfo.visible ? 1 : 0) << groupDepth);
                    groupOpenMask    |= ((groupInfo.opened ? 1 : 0) << groupDepth);
                }
                // If exiting a layer group, unindent and continue to next layer
                if (closeGroup)
                {
                    // Reset mask info when closing group
                    groupVisibleMask &= ~(1 << groupDepth);
                    groupOpenMask    &= ~(1 << groupDepth);

                    groupDepth--;
                    continue;
                }

                bool parentVisible = true;

                // If layer group content...
                if (inGroup)
                {
                    bool parentOpen = true;
                    parentVisible = true;

                    for (int parentMask = groupDepth - 1; parentMask > 0; parentMask--)
                    {
                        bool isOpen    = (groupOpenMask & (1 << parentMask)) > 0;
                        bool isVisible = (groupVisibleMask & (1 << parentMask)) > 0;

                        parentOpen    &= isOpen;
                        parentVisible &= isVisible;
                    }

                    bool skipLayer    = !groupInfo.opened || !parentOpen;
                    bool disableLayer = !groupInfo.visible || !parentVisible;

                    if (startGroup)
                    {
                        skipLayer    = !parentOpen;
                        disableLayer = !parentVisible;
                    }

                    // Skip contents if group folder closed
                    if (skipLayer)
                    {
                        SetHiddenLayer(i, groupInfo.visible && parentVisible);
                        continue;
                    }

                    // If not visible, disable the row
                    if (disableLayer)
                    {
                        GUI.enabled = false;
                    }

                    // Set parentVisible for settings override in DrawLayerEntry
                    parentVisible = !disableLayer;
                }

                if (startGroup)
                {
                    var rect = DrawLayerGroupStart(groupInfo, i, groupDepth - 1);
                    groupRects.Add(groupInfo, rect);
                }
                else
                {
                    DrawLayerEntry(layer, i, groupDepth, parentVisible);
                }

                GUI.enabled = true;
            }             // End layer loop

            importCount = PSDExporter.GetExportCount(settings, fileInfo);
            return(groupRects);
        }
Пример #5
0
        public static void BuildPsd(GameObject root, PSDLayerGroupInfo group,
                                    PsdExportSettings settings, PsdFileInfo fileInfo,
                                    SpriteAlignment align, IPsdConstructor constructor)
        {
            // Run the export on non exported layers
            PSDExporter.Export(settings, fileInfo, false);

            // Find all the layers being exported
            var exportLayers = PSDExporter.GetExportLayers(settings, fileInfo);

            // Stores the root object for each encountered group
            Dictionary <PSDLayerGroupInfo, GameObject> groupHeaders = new Dictionary <PSDLayerGroupInfo, GameObject>();

            // Store the last parent, for traversal
            GameObject lastParent = root;

            GameObject rootBase  = null;
            Transform  rootBaseT = null;

            int groupVisibleMask = 1;
            int groupDepth       = 0;

            // Loop through all the layers of the PSD file
            // backwards so they appear in the expected order
            // Going through all the layers, and not just the exported layers
            // so that the groups can be setup
            for (int i = group.end; i >= group.start; i--)
            {
                // Skip if layer is hidden
                if (fileInfo.LayerVisibility[i] == false)
                {
                    continue;
                }

                var  groupInfo = fileInfo.GetGroupByLayerIndex(i);
                bool inGroup   = groupInfo != null;

                // Skip if layer belongs to a hidden group
                if (inGroup && groupInfo.visible == false)
                {
                    continue;
                }

                // When inside a group...
                if (inGroup)
                {
                    // Inverted because starting backwards
                    bool startGroup = groupInfo.end == i;
                    bool closeGroup = groupInfo.start == i;

                    // Go up or down group depths
                    if (startGroup)
                    {
                        groupDepth++;
                        groupVisibleMask |= ((groupInfo.visible ? 1 : 0) << groupDepth);
                    }
                    if (closeGroup)
                    {
                        // Reset group visible flag when closing group
                        groupVisibleMask &= ~(1 << groupDepth);
                        groupDepth--;
                    }

                    // First, check if parents of this group is visible in the first place
                    bool parentVisible = true;
                    for (int parentMask = groupDepth - 1; parentMask > 0; parentMask--)
                    {
                        bool isVisible = (groupVisibleMask & (1 << parentMask)) > 0;
                        parentVisible &= isVisible;
                    }
                    // Parents not visible, continue to next layer
                    if (!parentVisible)
                    {
                        continue;
                    }

                    // Finally, check if layer being processed is start/end of group
                    if (startGroup || closeGroup)
                    {
                        // If start or end of the group, call HandleGroupObject
                        // which creates the group layer object and assignment of lastParent
                        HandleGroupObject(groupInfo, groupHeaders,
                                          startGroup, constructor, ref lastParent);

                        // A bunch of book keeping needs to be done at the start of a group
                        if (startGroup)
                        {
                            // If this is the start of the group being constructed
                            // store as the rootBase
                            if (i == group.end)
                            {
                                rootBase  = lastParent;
                                rootBaseT = rootBase.transform;
                            }
                        }

                        // Start or end group doesn't have visible sprite object, skip to next layer
                        continue;
                    }
                }                 // End processing of group start/end

                // If got to here, processing a visual layer

                // Skip if the export layers list doesn't contain this index
                if (exportLayers.Contains(i) == false)
                {
                    continue;
                }

                // If got here and root base hasn't been set, that's a problem
                if (rootBase == null)
                {
                    throw new Exception("Trying to create image layer before root base has been set");
                }

                // Get layer info
                Layer layer = settings.Psd.Layers[i];

                // Create the game object for the sprite
                GameObject spriteObject = constructor.CreateGameObject(layer.Name, lastParent);

                // Reparent created object to last parent
                if (lastParent != null)
                {
                    spriteObject.transform.SetParent(lastParent.transform, false);
                }

                // Retrieve sprite from asset database
                string sprPath = PSDExporter.GetLayerFilename(settings, i);
                Sprite sprite  = AssetDatabase.LoadAssetAtPath <Sprite>(sprPath);

                // Get the pivot settings for the sprite
                TextureImporter         sprImporter = (TextureImporter)AssetImporter.GetAtPath(sprPath);
                TextureImporterSettings sprSettings = new TextureImporterSettings();
                sprImporter.ReadTextureSettings(sprSettings);
                sprImporter = null;

                // Add components to the sprite object for the visuals
                constructor.AddComponents(i, spriteObject, sprite, sprSettings);

                Transform spriteT = spriteObject.transform;

                // Reposition the sprite object according to PSD position
                Vector2 spritePivot = GetPivot(sprSettings);

                Vector3 layerPos = constructor.GetLayerPosition(layer.Rect, spritePivot, settings.PixelsToUnitSize);

                // Scaling factor, if sprites were scaled down
                float posScale = 1f;
                switch (settings.ScaleBy)
                {
                case 1:
                    posScale = 0.5f;
                    break;

                case 2:
                    posScale = 0.25f;
                    break;
                }
                layerPos *= posScale;

                // Sprite position is based on root object position initially
                spriteT.position = (rootBaseT.position + layerPos);
            }             // End layer loop

            // Loop through the groups and reposition according to alignment
            var groups = groupHeaders.Values.ToArray();

            for (int grpIndex = 0; grpIndex < groups.Length; grpIndex++)
            {
                var groupObject = groups[grpIndex];
                if (groupObject == null)
                {
                    continue;
                }

                Transform groupT = groupObject.transform;

                // Store the sibling index, order important for UI
                // reconstruction that was established earlier
                int siblingIndex = groupT.GetSiblingIndex();

                // Get the position from the root pos function
                Vector3 groupPos = constructor.GetGroupPosition(groupObject, align);

                // Create a new object
                GameObject newRoot = constructor.CreateGameObject(groupObject.name, groupObject);

                // Reparent new object to same parent as old group object
                Transform newRootT = newRoot.transform;
                newRootT.SetParent(groupT.parent);

                // Take over the sibling index of the old group object
                newRootT.SetSiblingIndex(siblingIndex);

                // Reposition the new object
                newRootT.position = groupPos;

                // Reparent the children from the old root object to new root
                while (groupT.childCount > 0)
                {
                    groupT.GetChild(0).SetParent(newRootT, true);
                }

                // If the group we're handling is rootBaseT, position the
                // replacement group header over old root
                if (groupT == rootBaseT)
                {
                    newRootT.position = rootBaseT.position;
                }

                // Destroy the old root
                Object.DestroyImmediate(groups[grpIndex]);
            }     // End reposition loop
        }         // End BuildPsd()
Пример #6
0
        public static void BuildPsd(GameObject root, PSDLayerGroupInfo group,
                                    PsdExportSettings settings, PsdFileInfo fileInfo,
                                    SpriteAlignment align, IPsdConstructor constructor)
        {
            // Run the export on non exported layers
            PSDExporter.Export(settings, fileInfo, false);

            // Find all the layers being exported
            var exportLayers = PSDExporter.GetExportLayers(settings, fileInfo);

            // Stores the root object for each encountered group
            Dictionary <PSDLayerGroupInfo, GameObject> groupHeaders = new Dictionary <PSDLayerGroupInfo, GameObject>();

            // Store the last parent, for traversal
            GameObject lastParent = root;

            GameObject rootBase = null;

            int groupVisibleMask = 1;
            int groupDepth       = 0;

            // Loop through all the layers of the PSD file
            // backwards so they appear in the expected order
            // Going through all the layers, and not just the exported layers
            // so that the groups can be setup
            for (int i = group.end; i >= group.start; i--)
            {
                // Skip if layer is hidden
                if (fileInfo.LayerVisibility[i] == false)
                {
                    continue;
                }

                var  groupInfo = fileInfo.GetGroupByLayerIndex(i);
                bool inGroup   = groupInfo != null;

                // Skip if layer belongs to a hidden group
                if (inGroup && groupInfo.visible == false)
                {
                    continue;
                }

                // When inside a group...
                if (inGroup)
                {
                    // Inverted because starting backwards
                    bool startGroup = groupInfo.end == i;
                    bool closeGroup = groupInfo.start == i;

                    // Go up or down group depths
                    if (startGroup)
                    {
                        groupDepth++;
                        groupVisibleMask |= ((groupInfo.visible ? 1 : 0) << groupDepth);
                    }
                    if (closeGroup)
                    {
                        // Reset group visible flag when closing group
                        groupVisibleMask &= ~(1 << groupDepth);
                        groupDepth--;
                    }

                    // First, check if parents of this group is visible in the first place
                    bool parentVisible = true;
                    for (int parentMask = groupDepth - 1; parentMask > 0; parentMask--)
                    {
                        bool isVisible = (groupVisibleMask & (1 << parentMask)) > 0;
                        parentVisible &= isVisible;
                    }
                    // Parents not visible, continue to next layer
                    if (!parentVisible)
                    {
                        continue;
                    }

                    // Finally, check if layer being processed is start/end of group
                    if (startGroup || closeGroup)
                    {
                        // If start or end of the group, call HandleGroupObject
                        // which creates the group layer object and assignment of lastParent
                        HandleGroupObject(groupInfo, groupHeaders,
                                          startGroup, constructor, ref lastParent);

                        // A bunch of book keeping needs to be done at the start of a group
                        if (startGroup)
                        {
                            // If this is the start of the group being constructed
                            // store as the rootBase
                            if (i == group.end)
                            {
                                rootBase = lastParent;
                            }
                        }

                        // Start or end group doesn't have visible sprite object, skip to next layer
                        continue;
                    }
                }                 // End processing of group start/end

                // If got to here, processing a visual layer

                // Skip if the export layers list doesn't contain this index
                if (exportLayers.Contains(i) == false)
                {
                    continue;
                }

                // If got here and root base hasn't been set, that's a problem
                if (rootBase == null)
                {
                    throw new Exception("Trying to create image layer before root base has been set");
                }

                // Get layer info
                Layer layer = settings.Psd.Layers[i];

                // Create the game object for the sprite
                string     layerName    = Utility.PinYinHelper.Convert(layer.Name);
                GameObject spriteObject = constructor.CreateGameObject(layerName, lastParent);

                // Reparent created object to last parent
                if (lastParent != null)
                {
                    spriteObject.transform.SetParent(lastParent.transform, false);
                }

                Vector2 spritePivot = GetPivot(SpriteAlignment.Center);
                if (layer.IsText)
                {
                    var  layerText = layer.LayerText;
                    Text text      = spriteObject.AddComponent <Text>();
                    text.horizontalOverflow = HorizontalWrapMode.Overflow;
                    text.verticalOverflow   = VerticalWrapMode.Overflow;

                    text.fontSize = (int)layerText.FontSize;
                    text.rectTransform.SetAsFirstSibling();
                    text.rectTransform.sizeDelta = new Vector2(layer.Rect.width, layer.Rect.height);
                    text.text = layerText.Text.Replace("\r\n", "\n").Replace("\r", "\n");

                    FontStyle fontStyle = FontStyle.Normal;
                    if (layerText.FauxBold)
                    {
                        fontStyle |= FontStyle.Bold;
                    }
                    if (layerText.FauxItalic)
                    {
                        fontStyle |= FontStyle.Italic;
                    }

                    float a = ((layerText.FillColor | 0xFF000000U) >> 24) / 255f;
                    float r = ((layerText.FillColor | 0xFF0000U) >> 16) / 255f;
                    float g = ((layerText.FillColor | 0xFF00U) >> 8) / 255f;
                    float b = (layerText.FillColor | 0xFFU) / 255f;
                    text.color = new Color(r, g, b, a);
                }
                else
                {
                    // Retrieve sprite from asset database
                    string sprPath = PSDExporter.GetLayerFilename(settings, i);
                    Sprite sprite  = AssetDatabase.LoadAssetAtPath <Sprite>(sprPath);

                    // Get the pivot settings for the sprite
                    TextureImporter         sprImporter = (TextureImporter)AssetImporter.GetAtPath(sprPath);
                    TextureImporterSettings sprSettings = new TextureImporterSettings();
                    sprImporter.ReadTextureSettings(sprSettings);
                    sprImporter = null;

                    // Add components to the sprite object for the visuals
                    constructor.AddComponents(i, spriteObject, sprite, sprSettings);

                    // Reposition the sprite object according to PSD position
                    spritePivot = GetPivot(sprSettings);
                }

                Vector3 layerPos = constructor.GetLayerPosition(layer.Rect, spritePivot, settings.PixelsToUnitSize);
                // reverse y axis
                layerPos.y = fileInfo.height - layerPos.y;

                // Scaling factor, if sprites were scaled down
                float posScale = 1f;
                switch (settings.ScaleBy)
                {
                case 1:
                    posScale = 0.5f;
                    break;

                case 2:
                    posScale = 0.25f;
                    break;
                }
                layerPos *= posScale;

                // Sprite position is based on root object position initially
                Transform spriteT = spriteObject.transform;
                spriteT.position = layerPos;
            }     // End layer loop
        }         // End BuildPsd()
		public static void BuildPsd(GameObject root, PSDLayerGroupInfo group,
									PsdExportSettings settings, PsdFileInfo fileInfo,
									SpriteAlignment align, IPsdConstructor constructor)
		{
			// Run the export on non exported layers
			PSDExporter.Export(settings, fileInfo, false);

			// Find all the layers being exported
			var exportLayers = PSDExporter.GetExportLayers(settings, fileInfo);

			// Stores the root object for each encountered group
			Dictionary<PSDLayerGroupInfo, GameObject> groupHeaders = new Dictionary<PSDLayerGroupInfo, GameObject>();

			// Store the last parent, for traversal
			GameObject lastParent = root;

			GameObject rootBase = null;
			Transform rootBaseT = null;

			int groupVisibleMask = 1;
			int groupDepth = 0;

			// Loop through all the layers of the PSD file
			// backwards so they appear in the expected order
			// Going through all the layers, and not just the exported layers
			// so that the groups can be setup
			for (int i = group.end; i >= group.start; i--)
			{
				// Skip if layer is hidden
				if (fileInfo.LayerVisibility[i] == false)
					continue;

				var groupInfo = fileInfo.GetGroupByLayerIndex(i);
				bool inGroup = groupInfo != null;

				// Skip if layer belongs to a hidden group
				if (inGroup && groupInfo.visible == false)
					continue;

				// When inside a group...
				if (inGroup)
				{
					// Inverted because starting backwards
					bool startGroup = groupInfo.end == i;
					bool closeGroup = groupInfo.start == i;

					// Go up or down group depths
					if (startGroup)
					{
						groupDepth++;
						groupVisibleMask |= ((groupInfo.visible ? 1 : 0) << groupDepth);
					}
					if (closeGroup)
					{
						// Reset group visible flag when closing group
						groupVisibleMask &= ~(1 << groupDepth);
						groupDepth--;
					}

					// First, check if parents of this group is visible in the first place
					bool parentVisible = true;
					for (int parentMask = groupDepth - 1; parentMask > 0; parentMask--)
					{
						bool isVisible = (groupVisibleMask & (1 << parentMask)) > 0;
						parentVisible &= isVisible;
					}
					// Parents not visible, continue to next layer
					if (!parentVisible)
						continue;

					// Finally, check if layer being processed is start/end of group
					if (startGroup || closeGroup)
					{
						// If start or end of the group, call HandleGroupObject
						// which creates the group layer object and assignment of lastParent
						HandleGroupObject(groupInfo, groupHeaders,
										startGroup, constructor, ref lastParent);

						// A bunch of book keeping needs to be done at the start of a group
						if (startGroup)
						{
							// If this is the start of the group being constructed
							// store as the rootBase
							if (i == group.end)
							{
								rootBase = lastParent;
								rootBaseT = rootBase.transform;
							}
						}

						// Start or end group doesn't have visible sprite object, skip to next layer
						continue;
					}
				} // End processing of group start/end

				// If got to here, processing a visual layer

				// Skip if the export layers list doesn't contain this index
				if (exportLayers.Contains(i) == false)
					continue;

				// If got here and root base hasn't been set, that's a problem
				if (rootBase == null)
				{
					throw new Exception("Trying to create image layer before root base has been set");
				}

				// Get layer info
				Layer layer = settings.Psd.Layers[i];

				// Create the game object for the sprite
				GameObject spriteObject = constructor.CreateGameObject(layer.Name, lastParent);

				// Reparent created object to last parent
				if (lastParent != null)
					spriteObject.transform.SetParent(lastParent.transform, false);

				// Retrieve sprite from asset database
				string sprPath = PSDExporter.GetLayerFilename(settings, i);
				Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(sprPath);

				// Get the pivot settings for the sprite
				TextureImporter sprImporter = (TextureImporter)AssetImporter.GetAtPath(sprPath);
				TextureImporterSettings sprSettings = new TextureImporterSettings();
				sprImporter.ReadTextureSettings(sprSettings);
				sprImporter = null;

				// Add components to the sprite object for the visuals
				constructor.AddComponents(i, spriteObject, sprite, sprSettings);

				Transform spriteT = spriteObject.transform;

				// Reposition the sprite object according to PSD position
				Vector2 spritePivot = GetPivot(sprSettings);

				Vector3 layerPos = constructor.GetLayerPosition(layer.Rect, spritePivot, settings.PixelsToUnitSize);

				// Scaling factor, if sprites were scaled down
				float posScale = 1f;
				switch (settings.ScaleBy)
				{
					case 1:
						posScale = 0.5f;
						break;
					case 2:
						posScale = 0.25f;
						break;
				}
				layerPos *= posScale;

				// Sprite position is based on root object position initially
				spriteT.position = (rootBaseT.position + layerPos);
			} // End layer loop

			// Loop through the groups and reposition according to alignment
			var groups = groupHeaders.Values.ToArray();
			for (int grpIndex = 0; grpIndex < groups.Length; grpIndex++)
			{
				var groupObject = groups[grpIndex];
				if (groupObject == null)
					continue;

				Transform groupT = groupObject.transform;

				// Store the sibling index, order important for UI
				// reconstruction that was established earlier
				int siblingIndex = groupT.GetSiblingIndex();

				// Get the position from the root pos function
				Vector3 groupPos = constructor.GetGroupPosition(groupObject, align);

				// Create a new object
				GameObject newRoot = constructor.CreateGameObject(groupObject.name, groupObject);

				// Reparent new object to same parent as old group object
				Transform newRootT = newRoot.transform;
				newRootT.SetParent(groupT.parent);

				// Take over the sibling index of the old group object
				newRootT.SetSiblingIndex(siblingIndex);

				// Reposition the new object
				newRootT.position = groupPos;

				// Reparent the children from the old root object to new root
				while (groupT.childCount > 0)
				{
					groupT.GetChild(0).SetParent(newRootT, true);
				}

				// If the group we're handling is rootBaseT, position the
				// replacement group header over old root
				if (groupT == rootBaseT)
				{
					newRootT.position = rootBaseT.position;
				}

				// Destroy the old root
				Object.DestroyImmediate(groups[grpIndex]);
			} // End reposition loop

		} // End BuildPsd()