GetPrefabBuilderGUIName() public static method

public static GetPrefabBuilderGUIName ( IPrefabBuilder builder ) : string
builder IPrefabBuilder
return string
示例#1
0
        public void Setup(BuildTarget target,
                          NodeData node,
                          IEnumerable <PerformGraph.AssetGroups> incoming,
                          IEnumerable <ConnectionData> connectionsToOutput,
                          PerformGraph.Output Output)
        {
            ValidatePrefabBuilder(node, target, incoming,
                                  () => {
                throw new NodeException(node.Name + " :PrefabBuilder is not configured. Please configure from Inspector.", node.Id);
            },
                                  () => {
                throw new NodeException(node.Name + " :Failed to create PrefabBuilder from settings. Please fix settings from Inspector.", node.Id);
            },
                                  (string groupKey) => {
                throw new NodeException(string.Format("{0} :Can not create prefab with incoming assets for group {1}.", node.Name, groupKey), node.Id);
            },
                                  (AssetReference badAsset) => {
                throw new NodeException(string.Format("{0} :Can not import incoming asset {1}.", node.Name, badAsset.fileNameAndExtension), node.Id);
            }
                                  );

            if (incoming == null)
            {
                return;
            }

            var builder = PrefabBuilderUtility.CreatePrefabBuilder(node, target);

            UnityEngine.Assertions.Assert.IsNotNull(builder);


            var prefabOutputDir = FileUtility.EnsurePrefabBuilderCacheDirExists(target, node);
            Dictionary <string, List <AssetReference> > output = null;

            if (Output != null)
            {
                output = new Dictionary <string, List <AssetReference> >();
            }

            var aggregatedGroups = new Dictionary <string, List <AssetReference> >();

            foreach (var ag in incoming)
            {
                foreach (var key in ag.assetGroups.Keys)
                {
                    if (!aggregatedGroups.ContainsKey(key))
                    {
                        aggregatedGroups[key] = new List <AssetReference>();
                    }
                    aggregatedGroups[key].AddRange(ag.assetGroups[key].AsEnumerable());
                }
            }

            foreach (var key in aggregatedGroups.Keys)
            {
                var assets   = aggregatedGroups[key];
                var thresold = PrefabBuilderUtility.GetPrefabBuilderAssetThreshold(node.ScriptClassName);
                if (thresold < assets.Count)
                {
                    var guiName = PrefabBuilderUtility.GetPrefabBuilderGUIName(node.ScriptClassName);
                    throw new NodeException(string.Format("{0} :Too many assets passed to {1} for group:{2}. {3}'s threshold is set to {4}",
                                                          node.Name, guiName, key, guiName, thresold), node.Id);
                }

                List <UnityEngine.Object> allAssets = LoadAllAssets(aggregatedGroups[key]);
                var prefabFileName = builder.CanCreatePrefab(key, allAssets);
                if (output != null && prefabFileName != null)
                {
                    output[key] = new List <AssetReference> ()
                    {
                        AssetReferenceDatabase.GetPrefabReference(FileUtility.PathCombine(prefabOutputDir, prefabFileName + ".prefab"))
                    };
                }
                allAssets.ForEach(o => Resources.UnloadAsset(o));
            }

            if (Output != null)
            {
                var dst = (connectionsToOutput == null || !connectionsToOutput.Any())?
                          null : connectionsToOutput.First();
                Output(dst, output);
            }
        }
        private void DoInspectorPrefabBuilderGUI(NodeGUI node)
        {
            EditorGUILayout.HelpBox("PrefabBuilder: Create prefab with given assets and script.", MessageType.Info);
            UpdateNodeName(node);

            using (new EditorGUILayout.VerticalScope(GUI.skin.box)) {
                var map = PrefabBuilderUtility.GetAttributeClassNameMap();
                if (map.Count > 0)
                {
                    using (new GUILayout.HorizontalScope()) {
                        GUILayout.Label("PrefabBuilder");
                        var guiName = PrefabBuilderUtility.GetPrefabBuilderGUIName(node.Data.ScriptClassName);

                        if (GUILayout.Button(guiName, "Popup", GUILayout.MinWidth(150f)))
                        {
                            var builders = map.Keys.ToList();

                            if (builders.Count > 0)
                            {
                                NodeGUI.ShowTypeNamesMenu(guiName, builders, (string selectedGUIName) =>
                                {
                                    using (new RecordUndoScope("Change PrefabBuilder class", node, true)) {
                                        m_prefabBuilder = PrefabBuilderUtility.CreatePrefabBuilder(selectedGUIName);
                                        if (m_prefabBuilder != null)
                                        {
                                            node.Data.ScriptClassName           = PrefabBuilderUtility.GUINameToClassName(selectedGUIName);
                                            node.Data.InstanceData.DefaultValue = m_prefabBuilder.Serialize();
                                        }
                                    }
                                }
                                                          );
                            }
                        }
                    }
                }
                else
                {
                    if (!string.IsNullOrEmpty(node.Data.ScriptClassName))
                    {
                        EditorGUILayout.HelpBox(
                            string.Format(
                                "Your PrefabBuilder script {0} is missing from assembly. Did you delete script?", node.Data.ScriptClassName), MessageType.Info);
                    }
                    else
                    {
                        string[] menuNames = AssetBundleGraphSettings.GUI_TEXT_MENU_GENERATE_PREFABBUILDER.Split('/');
                        EditorGUILayout.HelpBox(
                            string.Format(
                                "You need to create at least one PrefabBuilder script to use PrefabBuilder node. To start, select {0}>{1}>{2} menu and create new script from template.",
                                menuNames[1], menuNames[2], menuNames[3]
                                ), MessageType.Info);
                    }
                }

                GUILayout.Space(10f);

                if (DrawPlatformSelector(node))
                {
                    // if platform tab is changed, renew prefabBuilder for that tab.
                    m_prefabBuilder = null;
                }
                using (new EditorGUILayout.VerticalScope()) {
                    var disabledScope = DrawOverrideTargetToggle(node, node.Data.InstanceData.ContainsValueOf(currentEditingGroup), (bool enabled) => {
                        if (enabled)
                        {
                            node.Data.InstanceData[currentEditingGroup] = node.Data.InstanceData.DefaultValue;
                        }
                        else
                        {
                            node.Data.InstanceData.Remove(currentEditingGroup);
                        }
                        m_prefabBuilder = null;
                    });

                    using (disabledScope) {
                        //reload prefabBuilder instance from saved instance data.
                        if (m_prefabBuilder == null)
                        {
                            m_prefabBuilder = PrefabBuilderUtility.CreatePrefabBuilder(node.Data, currentEditingGroup);
                            if (m_prefabBuilder != null)
                            {
                                node.Data.ScriptClassName = m_prefabBuilder.GetType().FullName;
                                if (node.Data.InstanceData.ContainsValueOf(currentEditingGroup))
                                {
                                    node.Data.InstanceData[currentEditingGroup] = m_prefabBuilder.Serialize();
                                }
                            }
                        }

                        if (m_prefabBuilder != null)
                        {
                            Action onChangedAction = () => {
                                using (new RecordUndoScope("Change PrefabBuilder Setting", node)) {
                                    node.Data.ScriptClassName = m_prefabBuilder.GetType().FullName;
                                    if (node.Data.InstanceData.ContainsValueOf(currentEditingGroup))
                                    {
                                        node.Data.InstanceData[currentEditingGroup] = m_prefabBuilder.Serialize();
                                    }
                                }
                            };

                            m_prefabBuilder.OnInspectorGUI(onChangedAction);
                        }
                    }
                }
            }
        }
示例#3
0
        public void Run(BuildTarget target,
                        NodeData node,
                        IEnumerable <PerformGraph.AssetGroups> incoming,
                        IEnumerable <ConnectionData> connectionsToOutput,
                        PerformGraph.Output Output,
                        Action <NodeData, string, float> progressFunc)
        {
            if (incoming == null)
            {
                return;
            }

            var builder = PrefabBuilderUtility.CreatePrefabBuilder(node, target);

            UnityEngine.Assertions.Assert.IsNotNull(builder);

            var prefabOutputDir = FileUtility.EnsurePrefabBuilderCacheDirExists(target, node);
            Dictionary <string, List <AssetReference> > output = null;

            if (Output != null)
            {
                output = new Dictionary <string, List <AssetReference> >();
            }

            var aggregatedGroups = new Dictionary <string, List <AssetReference> >();

            foreach (var ag in incoming)
            {
                foreach (var key in ag.assetGroups.Keys)
                {
                    if (!aggregatedGroups.ContainsKey(key))
                    {
                        aggregatedGroups[key] = new List <AssetReference>();
                    }
                    aggregatedGroups[key].AddRange(ag.assetGroups[key].AsEnumerable());
                }
            }

            foreach (var key in aggregatedGroups.Keys)
            {
                var assets = aggregatedGroups[key];

                var allAssets = LoadAllAssets(assets);

                var prefabFileName = builder.CanCreatePrefab(key, allAssets);
                var prefabSavePath = FileUtility.PathCombine(prefabOutputDir, prefabFileName + ".prefab");

                if (PrefabBuildInfo.DoesPrefabNeedRebuilding(node, target, key, assets))
                {
                    UnityEngine.GameObject obj = builder.CreatePrefab(key, allAssets);
                    if (obj == null)
                    {
                        throw new AssetBundleGraphException(string.Format("{0} :PrefabBuilder {1} returned null in CreatePrefab() [groupKey:{2}]",
                                                                          node.Name, builder.GetType().FullName, key));
                    }

                    LogUtility.Logger.LogFormat(LogType.Log, "{0} is (re)creating Prefab:{1} with {2}({3})", node.Name, prefabFileName,
                                                PrefabBuilderUtility.GetPrefabBuilderGUIName(node.ScriptClassName),
                                                PrefabBuilderUtility.GetPrefabBuilderVersion(node.ScriptClassName));

                    if (progressFunc != null)
                    {
                        progressFunc(node, string.Format("Creating {0}", prefabFileName), 0.5f);
                    }

                    PrefabUtility.CreatePrefab(prefabSavePath, obj, node.ReplacePrefabOptions);
                    PrefabBuildInfo.SavePrefabBuildInfo(node, target, key, assets);
                    GameObject.DestroyImmediate(obj);
                }
                allAssets.ForEach(o => Resources.UnloadAsset(o));

                if (output != null)
                {
                    output[key] = new List <AssetReference> ()
                    {
                        AssetReferenceDatabase.GetPrefabReference(prefabSavePath)
                    };
                }
                aggregatedGroups[key].ForEach(a => a.ReleaseData());
            }

            if (Output != null)
            {
                var dst = (connectionsToOutput == null || !connectionsToOutput.Any())?
                          null : connectionsToOutput.First();
                Output(dst, output);
            }
        }