public override bool Convert(ConvertOperation convert) { // If we already have a renderer in the result set, consider generating // another one to be not the right course of action. if (convert.Result.OfType <ICmpRenderer>().Any()) { return(false); } List <object> results = new List <object>(); List <Material> availData = convert.Perform <Material>().ToList(); // Generate objects foreach (Material mat in availData) { if (convert.IsObjectHandled(mat)) { continue; } Texture mainTex = mat.MainTexture.Res; Pixmap basePixmap = (mainTex != null) ? mainTex.BasePixmap.Res : null; GameObject gameobj = convert.Result.OfType <GameObject>().FirstOrDefault(); bool hasAnimation = (mainTex != null && basePixmap != null && basePixmap.Atlas != null && basePixmap.Atlas.Count > 0); // Determine the size of the displayed sprite Vector2 spriteSize; if (hasAnimation) { Rect atlasRect = basePixmap.LookupAtlas(0); spriteSize = atlasRect.Size; } else if (mainTex != null) { spriteSize = mainTex.ContentSize; // If we're dealing with default content, clamp sprite size to // something easily visible in order to avoid 1x1 sprites for // default White / Black or similar fallback textures. if (mainTex.IsDefaultContent) { spriteSize = Vector2.Max(spriteSize, new Vector2(32.0f, 32.0f)); } } else { spriteSize = Pixmap.Checkerboard.Res.Size; } // Create a sprite Component in any case SpriteRenderer sprite = convert.Result.OfType <SpriteRenderer>().FirstOrDefault(); if (sprite == null && gameobj != null) { sprite = gameobj.GetComponent <SpriteRenderer>(); } if (sprite == null) { sprite = new SpriteRenderer(); } sprite.SharedMaterial = mat; sprite.Rect = Rect.Align(Alignment.Center, 0.0f, 0.0f, spriteSize.X, spriteSize.Y); results.Add(sprite); // If we have animation data, create an animator component as well if (hasAnimation) { SpriteAnimator animator = convert.Result.OfType <SpriteAnimator>().FirstOrDefault(); if (animator == null && gameobj != null) { animator = gameobj.GetComponent <SpriteAnimator>(); } if (animator == null) { animator = new SpriteAnimator(); } animator.AnimDuration = 5.0f; animator.FrameCount = basePixmap.Atlas.Count; results.Add(animator); } convert.SuggestResultName(sprite, mat.Name); convert.MarkObjectHandled(mat); } convert.AddResult(results); return(false); }
public override bool Convert(ConvertOperation convert) { // If we already have a renderer in the result set, consider generating // another one to be not the right course of action. if (convert.Result.OfType <ICmpRenderer>().Any()) { return(false); } List <object> results = new List <object>(); List <Material> availData = convert.Perform <Material>().ToList(); // Generate objects foreach (Material mat in availData) { if (convert.IsObjectHandled(mat)) { continue; } DrawTechnique tech = mat.Technique.Res; if (tech == null) { continue; } bool isDynamicLighting = tech is LightingTechnique || tech.PreferredVertexFormat == VertexDynamicLighting.Declaration; if (!isDynamicLighting) { continue; } Texture mainTex = mat.MainTexture.Res; Pixmap basePixmap = (mainTex != null) ? mainTex.BasePixmap.Res : null; GameObject gameobj = convert.Result.OfType <GameObject>().FirstOrDefault(); bool hasAnimation = (mainTex != null && basePixmap != null && basePixmap.Atlas != null && basePixmap.Atlas.Count > 0); // Determine the size of the displayed sprite Vector2 spriteSize; if (hasAnimation) { Rect atlasRect = basePixmap.LookupAtlas(0); spriteSize = atlasRect.Size; } else if (mainTex != null) { spriteSize = mainTex.ContentSize; } else { spriteSize = Pixmap.Checkerboard.Res.Size; } // Create a sprite Component in any case LightingSpriteRenderer sprite = convert.Result.OfType <LightingSpriteRenderer>().FirstOrDefault(); if (sprite == null && gameobj != null) { sprite = gameobj.GetComponent <LightingSpriteRenderer>(); } if (sprite == null) { sprite = new LightingSpriteRenderer(); } sprite.SharedMaterial = mat; sprite.Rect = Rect.Align(Alignment.Center, 0.0f, 0.0f, spriteSize.X, spriteSize.Y); results.Add(sprite); // If we have animation data, create an animator component as well if (hasAnimation) { SpriteAnimator animator = convert.Result.OfType <SpriteAnimator>().FirstOrDefault(); if (animator == null && gameobj != null) { animator = gameobj.GetComponent <SpriteAnimator>(); } if (animator == null) { animator = new SpriteAnimator(); } animator.AnimDuration = 5.0f; animator.FrameCount = basePixmap.Atlas.Count; results.Add(animator); } convert.SuggestResultName(sprite, mat.Name); convert.MarkObjectHandled(mat); } convert.AddResult(results); return(false); }