/// <summary> /// Draw asset options for given asset. /// </summary> /// <param name="asset">The HDA asset</param> /// <param name="assetObject">Serialized HDA asset object</param> private void DrawAssetOptions(HEU_HoudiniAsset asset, SerializedObject assetObject) { GUIStyle buttonStyle = new GUIStyle(GUI.skin.button); buttonStyle.fontSize = 12; buttonStyle.alignment = TextAnchor.MiddleCenter; buttonStyle.fixedHeight = 24; HEU_EditorUI.BeginSection(); { SerializedProperty showHDAOptionsProperty = assetObject.FindProperty("_showHDAOptions"); showHDAOptionsProperty.boolValue = HEU_EditorUI.DrawFoldOut(showHDAOptionsProperty.boolValue, "ASSET OPTIONS"); if (showHDAOptionsProperty.boolValue) { EditorGUI.indentLevel++; EditorGUILayout.BeginHorizontal(); EditorGUILayout.BeginVertical(); HEU_EditorUI.BeginSimpleSection("Cook Triggers"); HEU_EditorUI.DrawPropertyField(assetObject, "_autoCookOnParameterChange", "Parameter Change", "Automatically cook when a parameter changes. If off, must use Recook to cook."); HEU_EditorUI.DrawPropertyField(assetObject, "_transformChangeTriggersCooks", "Transform Change", "Changing the transform (e.g. moving) the asset in Unity will invoke cook in Houdini."); HEU_EditorUI.DrawPropertyField(assetObject, "_cookingTriggersDownCooks", "Downstream Cooks", "Cooking this asset will trigger dependent assets' to also cook."); HEU_EditorUI.DrawPropertyField(assetObject, "_sessionSyncAutoCook", "Session Sync: Auto Cook", "When using Session Sync, this asset will automatically cook and generated output when it is cooked separately in Houdini (e.g. via parm changes)."); HEU_EditorUI.EndSimpleSection(); HEU_EditorUI.BeginSimpleSection("Miscellaneous"); HEU_EditorUI.DrawPropertyField(assetObject, "_pushTransformToHoudini", "Push Transform To Houdini", "Send the asset's transform to Houdini and apply to object."); HEU_EditorUI.DrawPropertyField(assetObject, "_ignoreNonDisplayNodes", "Ignore Non-Display Nodes", "Only display node geometry will be created."); HEU_EditorUI.DrawPropertyField(assetObject, "_splitGeosByGroup", "Split Geos By Group", "Split geometry into separate gameobjects by group. Deprecated feature and only recommended for simple use cases."); HEU_EditorUI.EndSimpleSection(); EditorGUILayout.EndVertical(); EditorGUILayout.BeginVertical(); HEU_EditorUI.BeginSimpleSection("Generate"); HEU_EditorUI.DrawPropertyField(assetObject, "_useLODGroups", "LOD Groups", "Automatically create Unity LOD group if found."); HEU_EditorUI.DrawPropertyField(assetObject, "_generateNormals", "Normals", "Generate normals in Unity for output geometry."); HEU_EditorUI.DrawPropertyField(assetObject, "_generateTangents", "Tangents", "Generate tangents in Unity for output geometry."); HEU_EditorUI.DrawPropertyField(assetObject, "_generateUVs", "UVs", "Force Unity to generate UVs for output geometry."); HEU_EditorUI.DrawPropertyField(assetObject, "_generateMeshUsingPoints", "Using Points", "Use point attributes instead of vertex attributes for geometry. Ignores vertex attributes."); HEU_EditorUI.EndSimpleSection(); EditorGUILayout.EndVertical(); EditorGUILayout.EndHorizontal(); if (asset.NumAttributeStores() > 0) { HEU_EditorUI.DrawPropertyField(assetObject, "_editableNodesToolsEnabled", "Enable Editable Node Tools", "Displays Editable Node Tools and generates the node's geometry, if asset has editable nodes."); } if (asset.NumHandles() > 0) { HEU_EditorUI.DrawPropertyField(assetObject, "_handlesEnabled", "Enable Handles", "Creates Houdini Handles if asset has them."); } EditorGUILayout.Space(); using (var hs = new EditorGUILayout.HorizontalScope()) { if (GUILayout.Button(_savePresetButton, buttonStyle)) { string fileName = asset.AssetName; string filePattern = "heupreset"; string newPath = EditorUtility.SaveFilePanel("Save HDA preset", "", fileName + "." + filePattern, filePattern); if (newPath != null && !string.IsNullOrEmpty(newPath)) { HEU_AssetPresetUtility.SaveAssetPresetToFile(asset, newPath); } } if (GUILayout.Button(_loadPresetButton, buttonStyle)) { string fileName = asset.AssetName; string filePattern = "heupreset,preset"; string newPath = EditorUtility.OpenFilePanel("Load HDA preset", "", filePattern); if (newPath != null && !string.IsNullOrEmpty(newPath)) { HEU_AssetPresetUtility.LoadPresetFileIntoAssetAndCook(asset, newPath); } } } EditorGUILayout.Space(); if (GUILayout.Button(_resetMaterialOverridesButton, buttonStyle)) { asset.ResetMaterialOverrides(); } EditorGUI.indentLevel--; } } HEU_EditorUI.EndSection(); HEU_EditorUI.DrawSeparator(); }
private static bool DrawBakeSection(HEU_HoudiniAssetRoot assetRoot, SerializedObject assetRootSerializedObject, HEU_HoudiniAsset asset, SerializedObject assetObject, ref HEU_HoudiniAsset.AssetBuildAction pendingBuildAction) { bool bSkipAutoCook = false; HEU_EditorUI.BeginSection(); { SerializedProperty showBakeProperty = assetObject.FindProperty("_showBakeSection"); showBakeProperty.boolValue = HEU_EditorUI.DrawFoldOut(showBakeProperty.boolValue, "BAKE"); if (showBakeProperty.boolValue) { // Bake -> New Instance, New Prefab, Existing instance or prefab using (var hs = new EditorGUILayout.HorizontalScope(_mainBoxStyle)) { if (GUILayout.Button(_bakegameobjectContent, _mainButtonStyle)) { asset.BakeToNewStandalone(); } GUILayout.Space(_mainButtonSeparatorDistance); if (GUILayout.Button(_bakeprefabContent, _mainButtonStyle)) { asset.BakeToNewPrefab(); } } using (var vs = new EditorGUILayout.VerticalScope(_mainBoxStyle)) { if (GUILayout.Button(_removeheContent, _mainButtonStyle)) { pendingBuildAction = HEU_HoudiniAsset.AssetBuildAction.STRIP_HEDATA; bSkipAutoCook = true; } } using (var hs2 = new EditorGUILayout.VerticalScope(_mainBoxStyle)) { if (GUILayout.Button(_bakeandreplaceContent, _mainCentredButtonStyle)) { if (assetRoot._bakeTargets == null || assetRoot._bakeTargets.Count == 0) { // No bake target means user probably forgot to set one. So complain! HEU_EditorUtility.DisplayDialog("No Bake Targets", "Bake Update requires atleast one valid GameObject.\n\nDrag a GameObject or Prefab onto the Drag and drop GameObjects / Prefabs field!", "OK"); } else { int numTargets = assetRoot._bakeTargets.Count; for (int i = 0; i < numTargets; ++i) { GameObject bakeGO = assetRoot._bakeTargets[i]; if (bakeGO != null) { if (HEU_EditorUtility.IsPrefabAsset(bakeGO)) { // Prefab asset means its the source prefab, and not an instance of it asset.BakeToExistingPrefab(bakeGO); } else { // This is for all standalone (including prefab instances) asset.BakeToExistingStandalone(bakeGO); } } else { Debug.LogWarning("Unable to bake to null target at index " + i); } } } } using (var hs = new EditorGUILayout.VerticalScope(_mainButtonSetStyle)) { SerializedProperty bakeTargetsProp = assetRootSerializedObject.FindProperty("_bakeTargets"); if (bakeTargetsProp != null) { EditorGUILayout.PropertyField(bakeTargetsProp, _dragAndDropField, true); } } HEU_EditorUI.BeginSimpleSection("Bake Update"); HEU_EditorUI.DrawPropertyField(assetObject, "_bakeUpdateKeepPreviousTransformValues", "Keep Previous Transform Values", "Copy previous transform values when doing a Bake Update."); HEU_EditorUI.EndSimpleSection(); } } } HEU_EditorUI.EndSection(); HEU_EditorUI.DrawSeparator(); return bSkipAutoCook; }