public void Export() { Debug.Log("Three.JS Exporter started, " + DateTime.Now.ToLongTimeString()); objectTotal = UnityEngine.Object.FindObjectsOfType <GameObject>().Length; objectsParsed = 0; parseScene(); JsonSerializerSettings settings = new JsonSerializerSettings { NullValueHandling = NullValueHandling.Ignore }; // Write content Formatting jsonFormatting = (options.minifyJSON) ? Formatting.None : Formatting.Indented; string json = JsonConvert.SerializeObject(content, jsonFormatting, settings); string filename = SceneManager.GetActiveScene().name + ".json"; System.IO.File.WriteAllText(options.dir + filename, json); // Write tags data if present if (tags != null && !tags.isEmpty()) { string tagsJSON = JsonConvert.SerializeObject(tags, jsonFormatting); string tagsFilename = SceneManager.GetActiveScene().name + "Tags.json"; System.IO.File.WriteAllText(options.dir + tagsFilename, tagsJSON); } // Write lights data if present if (!lights.isEmpty()) { string lightsJSON = JsonConvert.SerializeObject(lights, jsonFormatting); string lightsFilename = SceneManager.GetActiveScene().name + "LightsConfig.json"; System.IO.File.WriteAllText(options.dir + lightsFilename, lightsJSON); } Debug.Log("Three.JS Exporter completed, " + DateTime.Now.ToLongTimeString()); ExporterWindow.ClearProgress(); }
private void updateProgress() { objectsParsed++; float value = objectsParsed / (float)objectTotal; ExporterWindow.ReportProgress(value, ("Parsing objects: " + objectsParsed + "/" + objectTotal)); }
static void Init() { ExporterWindow window = (ExporterWindow)GetWindow(typeof(ExporterWindow)); window.titleContent = new GUIContent("ThreeJS"); window.Show(); }
private void updateProgressWithMessage(string message) { float value = objectsParsed / (float)objectTotal; ExporterWindow.ReportProgress(value, message); }