示例#1
0
        private static void Antimaterialize(GameObject target)
        {
            var viewName       = target.name;
            var exportBasePath = ConstSettings.FULLPATH_INFORMATION_RESOURCE + viewName;

            Debug.Log("start antimaterialize:" + viewName + ". view name is:" + target + " export file path:" + exportBasePath);

            // remove all files in exportBasePath.
            FileController.RemakeDirectory(exportBasePath);

            // childrenがいろいろなタグの根本にあたる。
            var layersInEditor = new List <LayerInfoOnEditor>();
            var contents       = new List <ContentInfo>();

            var rectTrans = target.GetComponent <RectTransform>();

            if (
                rectTrans.anchorMin.x == 0 && rectTrans.anchorMin.y == 1 &&
                rectTrans.anchorMax.x == 0 && rectTrans.anchorMax.y == 1 &&
                rectTrans.pivot.x == 0 && rectTrans.pivot.y == 1
                )
            {
                // pass.
            }
            else
            {
                throw new Exception("root gameObject should have rectTrans.anchorMin:(0,1) ectTrans.anchorMax:(0,1) rectTrans.pivot:(0,1) anchor. please set it.");
            }

            var rootWidth  = rectTrans.sizeDelta.x;
            var rootHeight = rectTrans.sizeDelta.y;

            // recursiveに、コンテンツを分解していく。
            for (var i = 0; i < target.transform.childCount; i++)
            {
                var child = target.transform.GetChild(i);
                CollectLayerConstraintsAndContents(viewName, child.gameObject, layersInEditor, contents, rootWidth, rootHeight);
            }

            // 存在するlayer内の要素に対して、重なっているもの、縦に干渉しないものをグループとして扱う。
            foreach (var currentLayer in layersInEditor)
            {
                if (currentLayer.layerInfo.boxes.Any())
                {
                    CollectCollisionInLayer(currentLayer);
                }
            }

            var UUebTags = new UUebTags(viewName, contents.ToArray(), layersInEditor.Select(l => l.layerInfo).ToArray());


            var jsonStr = JsonUtility.ToJson(UUebTags);

            using (var sw = new StreamWriter(Path.Combine(exportBasePath, ConstSettings.listFileName)))
            {
                sw.WriteLine(jsonStr);
            }
            AssetDatabase.Refresh();
            Debug.Log("finished antimaterialize:" + viewName + ". view name is:" + target + " export file path:" + exportBasePath);
        }
示例#2
0
        private static void Antimaterialize(GameObject target)
        {
            Debug.Log("start tag-generation check.");

            var childNames = GetChildNames(target);

            // 名前の重複チェック
            var overlappedNameList = childNames.GroupBy(n => n).Where(c => 1 < c.Count()).ToList();

            if (0 < overlappedNameList.Count)
            {
                Debug.LogError("two or multiple gameobject has same name. please set unique name for converting gameobject to HTML tag.");
                foreach (var name in overlappedNameList)
                {
                    Debug.LogError("gameobject name:" + name + " is defined multiple times. please change for each object name to unique.");
                }
                return;
            }

            var viewName       = target.name;
            var exportBasePath = ConstSettings.FULLPATH_INFORMATION_RESOURCE + viewName;

            Debug.Log("start antimaterialize:" + viewName + ". view name is:" + target + " export file path:" + exportBasePath);

            // remove all files in exportBasePath.
            FileController.RemakeDirectory(exportBasePath);

            // childrenがいろいろなタグの根本にあたる。
            var layersInEditor = new List <LayerInfoOnEditor>();
            var contents       = new List <ContentInfo>();

            var rectTrans = target.GetComponent <RectTransform>();

            if (
                rectTrans.anchorMin.x == 0 && rectTrans.anchorMin.y == 1 &&
                rectTrans.anchorMax.x == 0 && rectTrans.anchorMax.y == 1 &&
                rectTrans.pivot.x == 0 && rectTrans.pivot.y == 1
                )
            {
                // pass.
            }
            else
            {
                throw new Exception("root gameObject should have rectTrans.anchorMin:(0,1) ectTrans.anchorMax:(0,1) rectTrans.pivot:(0,1) anchor. please set it.");
            }

            var rootWidth  = rectTrans.sizeDelta.x;
            var rootHeight = rectTrans.sizeDelta.y;

            // recursiveに、コンテンツを分解していく。
            for (var i = 0; i < target.transform.childCount; i++)
            {
                var child = target.transform.GetChild(i);
                CollectLayerConstraintsAndContents(viewName, child.gameObject, layersInEditor, contents, rootWidth, rootHeight);
            }

            // 存在するlayer内の要素に対して、重なっているもの、縦に干渉しないものをグループとして扱う。
            foreach (var currentLayer in layersInEditor)
            {
                if (currentLayer.layerInfo.boxes.Any())
                {
                    CollectCollisionInLayer(currentLayer);
                }
            }

            var UUebTags = new UUebTags(viewName, contents.ToArray(), layersInEditor.Select(l => l.layerInfo).ToArray());


            var jsonStr = JsonUtility.ToJson(UUebTags);

            using (var sw = new StreamWriter(Path.Combine(exportBasePath, ConstSettings.listFileName)))
            {
                sw.WriteLine(jsonStr);
            }

            // オリジナルのオブジェクト自体をprefabとして別途保存する。
            if (!Directory.Exists(exportBasePath + "/Editor/"))
            {
                Directory.CreateDirectory(exportBasePath + "/Editor/");
            }

            PrefabUtility.CreatePrefab(exportBasePath + "/Editor/" + viewName + ".prefab", target);
            AssetDatabase.Refresh();

            Debug.Log("finished antimaterialize:" + viewName + ". view name is:" + target + " export file path:" + exportBasePath);
        }