示例#1
0
    private bool Init()
    {
        sceneConfigPath = Application.dataPath + "/" + sceneConfigPath;
        Scene curScene = SceneManager.GetActiveScene();

        if (curScene == null)
        {
            window.Close();
            window = null;
            UnityEditor.EditorUtility.DisplayDialog("Title", "请先打开场景", "是");
            return(false);
        }
        m_sceneName = curScene.name;

        LoadGroups();

        string configPath = SceneTools.getConfigPath();

        try
        {
            baseItemsData.Clear();
            System.Reflection.PropertyInfo[] proInfo;
            ConfHelper.LoadFromExcel <BaseItem>(configPath + "exhibit.xlsx", 0, out baseItemsData, out proInfo);
        }
        catch (IOException ex)
        {
            window.Close();
            window = null;
            UnityEditor.EditorUtility.DisplayDialog("Title", "先关表!!!", "是");
            return(false);
        }
        return(true);
    }
示例#2
0
        private void LoadResSceneData()
        {
            string configPath = SceneTools.getConfigPath();

            System.Reflection.PropertyInfo[] sceneProInfo;
            ConfHelper.LoadFromExcel <SceneConfig>(configPath + "sceneResEditor.xlsx", 0, out sceneConfig, out sceneProInfo);
        }
示例#3
0
    void Init()
    {
        string configPath = SceneTools.getConfigPath();

        System.Reflection.PropertyInfo[] proInfo;
        ConfHelper.LoadFromExcel <BaseItem>(configPath + "BaseItem.xlsx", 0, out baseItemsData, out proInfo);
        Scene scene = SceneManager.GetActiveScene();

        if (scene == null)
        {
            return;
        }
        sceneName = scene.name;
        dataDir   = Application.streamingAssetsPath + "/SceneData/" + sceneName + "/";
        string lightJsonStr = SceneTools.getJsonFile(dataDir + "lightData/" + sceneName + "_0_light.json");

        //object ooo = fastJSON.JSON.Parse(lightJsonStr);
        //objLightData = (SceneObjLightData)fastJSON.JSON.Parse(lightJsonStr);
        objLightData = fastJSON.JSON.ToObject <SceneObjLightData>(lightJsonStr);
        string itemJsonStr = SceneTools.getJsonFile(dataDir + sceneName + "_0.json");

        sceneItem = fastJSON.JSON.ToObject <SceneItemJson>(itemJsonStr);

        //sceneItem = (SceneItemJson)fastJSON.JSON.ToObject(itemJsonStr);
        for (int i = 0; i < sceneItem.items.Count; i++)
        {
            itemState.Add(false);
        }
        tex = AssetDatabase.LoadAssetAtPath <Texture2D>("Assets/Res/Scene/" + sceneName + "/Lightmap-0_comp_light.exr");
    }
示例#4
0
    bool Init()
    {
        //load base item for table
        Scene scene = SceneManager.GetActiveScene();

        if (scene != null)
        {
            sceneName = scene.name;
            pathDir   = "Assets" + pathDir + scene.name + "/"; //+ ".asset";
        }

        if (string.IsNullOrEmpty(sceneName) || sceneName.Equals("EmptyScene") || sceneName.Equals("main_ui"))
        {
            UnityEditor.EditorUtility.DisplayDialog("Title", "当前场景为空!!!", "是");
            return(false);
        }

        m_allItemInfo = JsonToSceneData.RevertAsset();

        lightTempPath += sceneName;
        scenePath     += sceneName;

        jsonPath = Application.dataPath + jsonPath + sceneName + "/";
        string configPath = SceneTools.getConfigPath();

        try {
            System.Reflection.PropertyInfo[] proInfo;
            ConfHelper.LoadFromExcel <BaseItem>(configPath + "exhibit.xlsx", 0, out baseItemsData, out proInfo);

            List <SceneConfig> sceneConfig;
            System.Reflection.PropertyInfo[] sceneProInfo;
            ConfHelper.LoadFromExcel <SceneConfig>(configPath + "sceneResEditor.xlsx", 0, out sceneConfig, out sceneProInfo);
            sceneID = getSceneID(sceneConfig);
            //if (!Directory.Exists(pathDir))
            //{
            //    Directory.CreateDirectory(pathDir);
            //    //创建asset
            //    itemInfos = ScriptableObject.CreateInstance<SceneItemInfo>();
            //    itemInfos.items = new List<ItemInfo>();
            //    AssetDatabase.CreateAsset(itemInfos, pathDir + sceneName + "_0.asset");
            //    AssetDatabase.Refresh();
            //}
            //string[] allAssetPath = Directory.GetFiles(pathDir, "*.asset");
            for (int i = 0; i < m_allItemInfo.Count; i++)
            {
                m_allAssetName.Add(m_allItemInfo[i].jsonName);
            }
            LoadAssetData();

            GameObject[] cameraPoint = GameObject.FindGameObjectsWithTag("cameraPoint");
            m_allCameraNode.Add("MainCamera");
            for (int i = 0; i < cameraPoint.Length; i++)
            {
                m_allCameraNode.Add(cameraPoint[i].name);
            }
            UserLog.OpenSceneLog();
        }
        catch (IOException ex)
        {
            window.Close();
            window = null;
            UnityEditor.EditorUtility.DisplayDialog("Title", "先关表!!!", "是");
            return(false);
        }
        return(true);
    }
示例#5
0
    public bool Init()
    {
        string sceneConfigPath = Application.dataPath + "/" + LightingData.constConfigPath;
        string scenePath       = Application.dataPath + "/Res/Scene/";
        Scene  curScene        = SceneManager.GetActiveScene();

        if (curScene == null)
        {
            window.Close();
            window = null;
            UnityEditor.EditorUtility.DisplayDialog("Title", "请先打开场景", "是");
            return(false);
        }
        m_sceneName   = curScene.name;
        lightSystem   = new LightSystem(new LightingData(curScene.name, sceneConfigPath, SceneTools.getConfigPath(), scenePath));
        recoverSystem = new LightRecoverSystem(new LightingData(curScene.name, sceneConfigPath, SceneTools.getConfigPath(), scenePath));
        lightSystem.OnInit();
        Lightmapping.completed = lightSystem.BakeOver;
        return(true);
    }