示例#1
0
        private bool SynchronizePrefabsAndPathes(LE_ObjectMap p_map)
        {
            m_errorMessage = null;
            bool isSynchronized = true;

            for (int i = 0; i < p_map.ObjectPrefabs.Length; i++)
            {
                if (p_map.ObjectPrefabs[i] == null)
                {
                    m_errorMessage = "ERROR: Object prefab at index '" + i + "' is null! Please remove it or set a reference!";
                    isSynchronized = false;
                    break;
                }
                else
                {
                    string path = AssetDatabase.GetAssetPath(p_map.ObjectPrefabs[i]);
                    if (string.IsNullOrEmpty(path))
                    {
                        m_errorMessage = "ERROR: Object prefab at index '" + i + "' was not found in the AssetDatabase! " +
                                         "Make sure to place your object prefabs in a 'Resources' folder. Do not link scene objects!";
                        isSynchronized = false;
                        break;
                    }
                    else if (path.IndexOf("Resources/") < 0)
                    {
                        m_errorMessage = "ERROR: Object prefab at index '" + i + "' is not in a 'Resources' folder! " +
                                         "Make sure to place your object prefabs in a 'Resources' folder. " +
                                         "This is required in order to load them when game is played!";
                        isSynchronized = false;
                        break;
                    }
                    else
                    {
                        // get only resource path
                        path = path.Substring(path.IndexOf("Resources/") + 10);
                        path = path.Substring(0, path.LastIndexOf("."));
                        if (p_map.ObjectPrefabResourcePaths.Length != p_map.ObjectPrefabs.Length)
                        {
                            m_errorMessage = "...synchronizing array length";
                            isSynchronized = false;
                            p_map.ObjectPrefabResourcePaths = new string[p_map.ObjectPrefabs.Length];
                            EditorUtility.SetDirty(p_map);
                            AssetDatabase.SaveAssets();
                            break;
                        }
                        else if (p_map.ObjectPrefabResourcePaths[i] != path)
                        {
                            m_errorMessage = "...synchronizing path of object prefab at index '" + i + "'";
                            isSynchronized = false;
                            p_map.ObjectPrefabResourcePaths[i] = path;
                            EditorUtility.SetDirty(p_map);
                            AssetDatabase.SaveAssets();
                            break;
                        }
                    }
                }
            }

            return(isSynchronized);
        }
示例#2
0
        private bool CheckReadableMeshes(LE_ObjectMap p_map)
        {
            m_errorMessage = null;
            for (int i = 0; i < p_map.ObjectPrefabs.Length; i++)
            {
                MeshFilter[]          meshFilters = p_map.ObjectPrefabs[i].GetComponentsInChildren <MeshFilter>(true);
                SkinnedMeshRenderer[] smrs        = p_map.ObjectPrefabs[i].GetComponentsInChildren <SkinnedMeshRenderer>(true);
                for (int j = 0; j < meshFilters.Length; j++)
                {
                    if (meshFilters[j].sharedMesh != null && !meshFilters[j].sharedMesh.isReadable)
                    {
                        m_errorMessage = "ERROR: Object prefab '" + p_map.ObjectPrefabs[i].name + "' at index '" + i + "' " +
                                         "has a not readable mesh! Please enable the 'Read/Write Enabled' option in the mesh importer settings of '" + meshFilters[j].name + "'!";
                        return(false);
                    }
                }
                for (int j = 0; j < smrs.Length; j++)
                {
                    if (smrs[j].sharedMesh != null && !smrs[j].sharedMesh.isReadable)
                    {
                        m_errorMessage = "ERROR: Object prefab '" + p_map.ObjectPrefabs[i].name + "' at index '" + i + "' " +
                                         "has a not readable mesh! Please enable the 'Read/Write Enabled' option in the mesh importer settings of '" + meshFilters[j].name + "'!";
                        return(false);
                    }
                }
            }

            return(false);
        }
示例#3
0
        public override void OnInspectorGUI()
        {
            LE_ObjectMap targetMap = (LE_ObjectMap)target;
            GUIStyle     style     = new GUIStyle(EditorStyles.whiteBoldLabel);

            style.wordWrap = true;
            // check and fix prefab paths
            bool isSynchronized = SynchronizePrefabsAndPathes(targetMap);
            // check and fix preview icons
            bool isRendered = !isSynchronized || CheckPreviewIcons(targetMap);

            // check is readable state of meshes
            if (m_errorMessage == null)
            {
                CheckReadableMeshes(targetMap);
            }

            GUI.color = isSynchronized ? Color.green : Color.red;
            EditorGUILayout.LabelField(isSynchronized ? "Resource pathes are all ok :)" : "Prefab resource pathes are not synchronized!", style);
            GUI.color = (isSynchronized && isRendered) ? Color.green : Color.red;
            if (m_errorMessage != null)
            {
                GUI.color = Color.red;
                EditorGUILayout.LabelField(m_errorMessage, style);
            }
            GUI.color = Color.white;

            if (!isRendered && GUILayout.Button("Render Missing Icons"))
            {
                RenderPreviewIcons(targetMap);
            }

            base.OnInspectorGUI();
        }
示例#4
0
        public static void CreateLE_ObjectMap()
        {
            LE_ObjectMap map = ScriptableObject.CreateInstance <LE_ObjectMap>();

            AssetDatabase.CreateAsset(map, "Assets/ObjectMap.asset");
            AssetDatabase.SaveAssets();
            Selection.activeObject = map;
        }
示例#5
0
        private bool CheckPreviewIcons(LE_ObjectMap p_map)
        {
            m_errorMessage = null;
            for (int i = 0; i < p_map.ObjectPrefabs.Length; i++)
            {
                if (string.IsNullOrEmpty(p_map.ObjectPrefabs[i].IconPath))
                {
                    m_errorMessage = "ERROR: Object prefab '" + p_map.ObjectPrefabs[i].name + "' at index '" + i + "' " +
                                     "has no icon path set and will not work! Click the button below for automatic preview icon rendering!";
                    return(false);
                }
            }

            return(true);
        }
示例#6
0
        private void RenderPreviewIcons(LE_ObjectMap p_map)
        {
            for (int i = 0; i < p_map.ObjectPrefabs.Length; i++)
            {
                if (string.IsNullOrEmpty(p_map.ObjectPrefabs[i].IconPath))
                {
                    GameObject go           = ((LE_ObjectMap)target).ObjectPrefabs[i].gameObject;
                    string     iconFilePath = AssetDatabase.GetAssetPath(go);
                    iconFilePath = iconFilePath.Replace("Assets/", "");
                    iconFilePath = iconFilePath.Substring(0, iconFilePath.IndexOf(go.name));
                    string iconFolderName = iconFilePath.Substring(iconFilePath.IndexOf("Resources/") + 10);
                    if (iconFolderName.StartsWith("Objects/"))
                    {
                        iconFolderName = iconFolderName.Replace("Objects/", "");
                    }
                    iconFilePath = iconFilePath.Substring(0, iconFilePath.IndexOf("Resources/") + 10) + "ObjectIcons/" + iconFolderName;
                    if (!iconFilePath.EndsWith("/"))
                    {
                        iconFilePath += "/";
                    }
                    Texture2D preview = AssetPreview.GetAssetPreview(go);
                    if (preview != null)
                    {
                        Color[] pixels = preview.GetPixels();
                        // try find background color
                        Color borderBGColor = new Color(0.32156862745f, 0.32156862745f, 0.32156862745f);
                        if (pixels.Length > 0)
                        {
                            borderBGColor = pixels[0];
                            if (borderBGColor != pixels[pixels.Length - 1])
                            {
                                Debug.LogWarning("LE_ObjectMapInspector: RenderPreviewIcons: internal error! The background of the generated icon is not completely cleared!");
                            }
                        }
                        // add transparency
                        for (int j = 0; j < pixels.Length; j++)
                        {
                            Color pixelColor = pixels[j];
                            if ((pixelColor.r == 0.32156862745f &&
                                 pixelColor.g == 0.32156862745f &&
                                 pixelColor.b == 0.32156862745f) ||
                                (pixelColor.r == borderBGColor.r &&
                                 pixelColor.g == borderBGColor.g &&
                                 pixelColor.b == borderBGColor.b))
                            {
                                pixels[j].a = 0f;
                            }
                        }
                        preview.SetPixels(pixels);
                        // save to file
                        byte[] pngBytes = preview.EncodeToPNG();
                        bool   isExists = Directory.Exists(Application.dataPath + "/" + iconFilePath);
                        if (!isExists)
                        {
                            Directory.CreateDirectory(Application.dataPath + "/" + iconFilePath);
                        }
                        iconFilePath += go.name + ".png";
                        using (FileStream pngFileStream = File.Open(Application.dataPath + "/" + iconFilePath, FileMode.Create))
                        {
                            using (BinaryWriter writer = new BinaryWriter(pngFileStream))
                            {
                                writer.Write(pngBytes);
                                writer.Flush();
                                pngFileStream.Close();
                            }
                        }
                        AssetDatabase.ImportAsset("Assets/" + iconFilePath);
                        TextureImporter textureImporter = (TextureImporter)AssetImporter.GetAtPath("Assets/" + iconFilePath);
                        if (textureImporter != null)
                        {
                            textureImporter.alphaIsTransparency = true;
                            textureImporter.mipmapEnabled       = false;
#if UNITY_5_5_OR_NEWER
                            textureImporter.textureCompression = TextureImporterCompression.Uncompressed;
#else
                            textureImporter.textureFormat = TextureImporterFormat.ARGB32;
#endif
                            textureImporter.textureType = TextureImporterType.GUI;
                        }
                        else
                        {
                            Debug.LogError("Failed to setup texture import settings for '" + p_map.ObjectPrefabs[i].name + "'!");
                        }
                        AssetDatabase.ImportAsset("Assets/" + iconFilePath);
                        p_map.ObjectPrefabs[i].IconPath = "ObjectIcons/" + iconFolderName + go.name;
                        EditorUtility.SetDirty(p_map.ObjectPrefabs[i]);
                    }
                    else
                    {
                        Debug.LogError("Failed to generate preview for object prefab '" + p_map.ObjectPrefabs[i].name + "' at index '" + i + "'!");
                    }
                }
            }
        }