示例#1
0
        public static void StartFromScratch(InCommonDataManager Manager)
        {
            SystemFolderHelper.CreateIfMissing(FolderSettings.BankCreateFolder);
            try
            {
                DataCleanup.Cleanup(DataCleanup.CleanupVerbose.Silent);
            }
            catch (Exception)
            {
                //Do nothing as something is seriously wrong
            }


            int        levelSize = 3;
            GameObject audioGO   = new GameObject();
            GameObject eventGO   = new GameObject();
            GameObject busGO     = new GameObject();
            GameObject bankGO    = new GameObject();

            Manager.BusTree      = AudioBusWorker.CreateTree(busGO);
            Manager.BankLinkTree = AudioBankWorker.CreateTree(bankGO);
            Manager.AudioTree    = AudioNodeWorker.CreateTree(audioGO, levelSize, Manager.BusTree);

            Manager.EventTree = AudioEventWorker.CreateTree(eventGO, levelSize);

            SaveAndLoad.CreateDataPrefabs(Manager.AudioTree.gameObject, Manager.EventTree.gameObject, Manager.BusTree.gameObject,
                                          Manager.BankLinkTree.gameObject);

            Manager.Load(true);

            if (Manager.BankLinkTree != null)
            {
                var bankLink = Manager.BankLinkTree.Children[0];
                bankLink.Name     = "Default - Auto loaded";
                bankLink.AutoLoad = true;

                NodeWorker.AssignToNodes(Manager.AudioTree, node =>
                {
                    var data = (node.NodeData as InFolderData);
                    if (data != null)
                    {
                        data.BankLink = Manager.BankLinkTree.GetChildren[0];
                    }
                });

                NodeWorker.AssignToNodes(Manager.AudioTree, node => node.Bus = Manager.BusTree);

                AssetDatabase.Refresh();
                DataCleanup.Cleanup(DataCleanup.CleanupVerbose.Silent);
                EditorApplication.SaveCurrentSceneIfUserWantsTo();
            }
            else
            {
                Debug.LogError("There was a problem creating the data.");
            }
        }
示例#2
0
        private void DrawMissingDataCreation()
        {
            bool missingaudio      = Manager.AudioTree == null;
            bool missingaudioEvent = Manager.EventTree == null;
            bool missingbankLink   = Manager.BankLinkTree == null;
            bool missingMusic      = Manager.MusicTree == null;


            bool areAnyMissing = missingaudio | missingaudioEvent | missingbankLink | missingMusic;

            if (areAnyMissing)
            {
                string missingAudioInfo = missingaudio ? "Audio Data\n" : "";
                string missingEventInfo = missingaudioEvent ? "Event Data\n" : "";
                string missingBankInfo  = missingbankLink ? "BankLink Data\n" : "";
                string missingMusicInfo = missingMusic ? "Music Data\n" : "";

                EditorGUILayout.BeginVertical();
                EditorGUILayout.HelpBox(missingAudioInfo + missingEventInfo + missingMusicInfo + missingBankInfo + "is missing.\nThis may be because of new project data is required in this version of InAudio",
                                        MessageType.Error, true);

                bool areAllMissing = missingaudio && missingaudioEvent && missingbankLink && missingMusic;
                if (!areAllMissing)
                {
                    if (GUILayout.Button("Create missing content", GUILayout.Height(30)))
                    {
                        int levelSize = 3;
                        //How many subfolders by default will be created. Number is only a hint for new people
                        if (missingaudio)
                        {
                            CreateAudioPrefab(levelSize);
                        }
                        if (missingaudioEvent)
                        {
                            CreateEventPrefab(levelSize);
                        }
                        if (missingbankLink)
                        {
                            CreateBankLinkPrefab();
                        }
                        if (missingMusic)
                        {
                            CreateMusicPrefab(levelSize);
                        }

                        Manager.Load(true);

                        if (Manager.AudioTree != null && Manager.BankLinkTree != null)
                        {
                            NodeWorker.AssignToNodes(Manager.AudioTree, node =>
                            {
                                var data = (node._nodeData as InFolderData);
                                if (data != null)
                                {
                                    data.BankLink = Manager.BankLinkTree._getChildren[0];
                                }
                            });
                        }
                        if (Manager.MusicTree != null && Manager.BankLinkTree != null)
                        {
                            NodeWorker.AssignToNodes(Manager.MusicTree, node =>
                            {
                                var folder = (node as InMusicFolder);
                                if (folder != null)
                                {
                                    folder._bankLink = Manager.BankLinkTree._getChildren[0];
                                }
                            });
                        }

#if !UNITY_5_2
                        EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
                        EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
#else
                        EditorApplication.MarkSceneDirty();
                        EditorApplication.SaveCurrentSceneIfUserWantsTo();
#endif
                    }
                }
                DrawStartFromScratch();
                EditorGUILayout.EndVertical();
            }
        }
示例#3
0
        public static void StartFromScratch(InCommonDataManager Manager)
        {
            try
            {
                DataCleanup.Cleanup(DataCleanup.CleanupVerbose.Silent);
            }
            catch (Exception)
            {
                Debug.LogError("InAudio: Problem cleaning data before creating project.\nPlease report bug to [email protected] or via the feedback window.");
            }

            int        levelSize = 3;
            GameObject audioGO   = new GameObject();
            GameObject eventGO   = new GameObject();
            GameObject bankGO    = new GameObject();
            GameObject musicGO   = new GameObject();

            Manager.BankLinkTree = AudioBankWorker.CreateTree(bankGO);
            Manager.AudioTree    = AudioNodeWorker.CreateTree(audioGO, levelSize);
            Manager.MusicTree    = MusicWorker.CreateTree(musicGO, levelSize);
            Manager.EventTree    = AudioEventWorker.CreateTree(eventGO, levelSize);



            SaveAndLoad.CreateDataPrefabs(Manager.AudioTree.gameObject, Manager.MusicTree.gameObject, Manager.EventTree.gameObject, Manager.BankLinkTree.gameObject);

            Manager.Load(true);

            if (Manager.BankLinkTree != null)
            {
                var bankLink = Manager.BankLinkTree._children[0];
                bankLink._name     = "Default - Auto loaded";
                bankLink._autoLoad = true;

                NodeWorker.AssignToNodes(Manager.AudioTree, node =>
                {
                    var data = (node._nodeData as InFolderData);
                    if (data != null)
                    {
                        data.BankLink = Manager.BankLinkTree._getChildren[0];
                    }
                });

                NodeWorker.AssignToNodes(Manager.MusicTree, musicNode =>
                {
                    var folder = musicNode as InMusicFolder;
                    if (folder != null)
                    {
                        folder._bankLink = Manager.BankLinkTree._getChildren[0];
                    }
                });


                var firstAudioFolder = Manager.AudioTree._children[0];

                AudioNodeWorker.CreateChild(firstAudioFolder, AudioNodeType.Audio, "Empty Example Audio Node");

                var random = AudioNodeWorker.CreateChild(firstAudioFolder, AudioNodeType.Random);
                random.Name = "Random Node Example";
                AudioNodeWorker.CreateChild(random, AudioNodeType.Audio, "Empty Example Audio Node");
                AudioNodeWorker.CreateChild(random, AudioNodeType.Audio, "Empty Example Audio Node");
                AudioNodeWorker.CreateChild(random, AudioNodeType.Audio, "Empty Example Audio Node");

                var multi = AudioNodeWorker.CreateChild(firstAudioFolder, AudioNodeType.Multi, "Multi-Sound Example");
                AudioNodeWorker.CreateChild(multi, AudioNodeType.Audio, "Played simultaneously");
                AudioNodeWorker.CreateChild(multi, AudioNodeType.Audio, "Played simultaneously");

                var sequence = AudioNodeWorker.CreateChild(firstAudioFolder, AudioNodeType.Sequence, "Sequence-Sound Example");
                AudioNodeWorker.CreateChild(sequence, AudioNodeType.Audio, "Played first");
                AudioNodeWorker.CreateChild(sequence, AudioNodeType.Audio, "Played secondly");


                var firstEventFolder = Manager.EventTree._children[0];
                firstEventFolder.FoldedOut = true;
                var audioEvent = AudioEventWorker.CreateNode(firstEventFolder, EventNodeType.Event);
                audioEvent.Name = "Playing Random Audio Event";
                var action = AudioEventWorker.AddEventAction <InEventAudioAction>(audioEvent, EventActionTypes.Play);
                audioEvent.FoldedOut = true;
                action.Node          = random;

                var firstMusicFolder = Manager.MusicTree._children[0];
                var musicGroup       = MusicWorker.CreateMusicGroup(firstMusicFolder, "Empty Music Group");
                firstMusicFolder.FoldedOut = true;
                MusicWorker.CreateMusicGroup(musicGroup, "Empty Music Group - Child 1");
                MusicWorker.CreateMusicGroup(musicGroup, "Empty Music Group - Child 2");
                musicGroup.FoldedOut = true;


                AssetDatabase.Refresh();
                DataCleanup.Cleanup(DataCleanup.CleanupVerbose.Silent);

#if !UNITY_5_2
                EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
                EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
#else
                EditorApplication.MarkSceneDirty();
                EditorApplication.SaveCurrentSceneIfUserWantsTo();
#endif
            }
            else
            {
                Debug.LogError("InAudio: There was a problem creating the data.\nPlease report this bug to [email protected] or via the feedback window.");
            }
        }