示例#1
0
        public virtual void RequestRoomModel()
        {
            string roomName = UWB_Texturing.Config.RoomObject.GameObjectName;
            //string roomBundleDirectory = Config.AssetBundle.Current.CompileAbsoluteBundleDirectory();
            string roomBundleDirectory = Config.Current.AssetBundle.CompileAbsoluteAssetDirectory();
            int    roomBundlePort      = Config.Ports.RoomBundle;

#if !UNITY_WSA_10_0
            SocketClient_PC.RequestFiles(roomBundlePort, roomBundleDirectory);
#elif !UNITY_EDITOR && UNITY_WSA_10_0
            SocketClient_Hololens.RequestFiles(roomBundlePort, roomBundleDirectory);
#endif
            RoomManager.UpdateRoomBundle(roomName);
        }
示例#2
0
        public static void PackRoomBundle(string roomName)
        {
            // Have to generate Android bundle first or the PC one will be overwritten
            // with the Android one (i.e. deleted) because of how this hooks into the
            // RoomTexture module
            //string roomName = UWB_Texturing.Config.RoomObject.GameObjectName;
            RoomManager.UpdateRoomBundle(roomName);
            UWB_Texturing.BundleHandler.PackFinalRoomBundle(BuildTarget.Android);
            string AndroidBundlePath   = Config.Android.AssetBundle.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename());
            string GeneratedBundlePath = UWB_Texturing.Config.AssetBundle.RoomPackage.CompileAbsoluteAssetPath(UWB_Texturing.Config.AssetBundle.RoomPackage.CompileFilename(), roomName);

            if (File.Exists(AndroidBundlePath))
            {
                File.Delete(AndroidBundlePath);
            }
            File.Copy(GeneratedBundlePath, AndroidBundlePath);
            UWB_Texturing.BundleHandler.PackFinalRoomBundle(BuildTarget.StandaloneWindows);
        }