protected void SetGameObjectsToConvert(IEnumerable <GameObject> toConvert)
        {
            ToExport = toConvert.OrderBy(go => go.name).ToArray();

            TransferAnimationSource = null;
            TransferAnimationDest   = null;

            var    toExport    = ToExport;
            string fbxFileName = null;

            if (toExport.Length == 1)
            {
                var go = ModelExporter.GetGameObject(toExport[0]);
                // check if the GameObject is a model instance, use as default filename and path if it is
                GameObject mainAsset = ConvertToNestedPrefab.GetFbxAssetOrNull(go);
                if (!mainAsset)
                {
                    // Use the game object's name
                    m_prefabFileName = go.name;
                }
                else
                {
                    // Use the asset's name
                    var mainAssetRelPath = AssetDatabase.GetAssetPath(mainAsset);
                    // remove Assets/ from beginning of path
                    mainAssetRelPath = mainAssetRelPath.Substring("Assets".Length);

                    m_prefabFileName = System.IO.Path.GetFileNameWithoutExtension(mainAssetRelPath);
                    ExportSettings.AddFbxSavePath(System.IO.Path.GetDirectoryName(mainAssetRelPath));

                    fbxFileName = m_prefabFileName;
                }

                var fullPrefabPath = System.IO.Path.Combine(ExportSettings.PrefabAbsoluteSavePath, m_prefabFileName + ".prefab");
                if (System.IO.File.Exists(fullPrefabPath))
                {
                    m_prefabFileName = System.IO.Path.GetFileNameWithoutExtension(ConvertToNestedPrefab.IncrementFileName(ExportSettings.PrefabAbsoluteSavePath, m_prefabFileName + ".prefab"));
                }

                // if only one object selected, set transfer source/dest to this object
                if (go)
                {
                    TransferAnimationSource = go.transform;
                    TransferAnimationDest   = go.transform;
                }
            }
            else if (toExport.Length > 1)
            {
                m_prefabFileName = "(automatic)";
            }

            // if there is an existing fbx file then use its name, otherwise use the same name as for the prefab
            this.SetFilename(fbxFileName != null? fbxFileName : m_prefabFileName);
        }
        public static GameObject[] CreateInstantiatedModelPrefab(
            GameObject[] unityGameObjectsToConvert)
        {
            var toExport = ModelExporter.RemoveRedundantObjects(unityGameObjectsToConvert);

            if (ExportSettings.instance.DisplayOptionsWindow)
            {
                if (toExport.Count == 1)
                {
                    var go = toExport.First();
                    if (PrefabUtility.IsPartOfNonAssetPrefabInstance(go) && !PrefabUtility.IsOutermostPrefabInstanceRoot(go))
                    {
                        DisplayInvalidSelectionDialog(go,
                                                      "Children of a Prefab instance cannot be converted.\nYou can open the Prefab in Prefab Mode or unpack the Prefab instance to convert it's children");
                        return(null);
                    }

                    if (PrefabUtility.IsPartOfPrefabAsset(go) && go.transform.parent != null)
                    {
                        DisplayInvalidSelectionDialog(go,
                                                      "Children of a Prefab Asset cannot be converted.\nYou can open the Prefab in Prefab Mode or unpack the Prefab instance to convert it's children");
                        return(null);
                    }

                    // can't currently handle converting root of prefab in prefab preview scene
                    if (SceneManagement.EditorSceneManager.IsPreviewSceneObject(go) && go.transform.parent == null)
                    {
                        DisplayInvalidSelectionDialog(go,
                                                      "Cannot convert Prefab root in the Prefab Preview Scene.\nYou can convert a Prefab Instance or convert the Prefab Asset directly in the Project view");
                        return(null);
                    }
                }
                ConvertToPrefabEditorWindow.Init(toExport);
                return(toExport.ToArray());
            }

            bool onlyPrefabAssets = ConvertToNestedPrefab.SetContainsOnlyPrefabAssets(unityGameObjectsToConvert);
            int  groupIndex       = -1;

            // If only Prefab Assets on disk are selected (nothing in the scene), then do not
            // try to undo as modifications on disk cannot be undone.
            if (!onlyPrefabAssets)
            {
                Undo.IncrementCurrentGroup();
                groupIndex = Undo.GetCurrentGroup();
                Undo.SetCurrentGroupName(UndoConversionCreateObject);
            }
            var converted     = new List <GameObject>();
            var exportOptions = ExportSettings.instance.ConvertToPrefabSettings.info;

            foreach (var go in toExport)
            {
                var convertedGO = Convert(go, exportOptions: exportOptions);
                if (convertedGO != null)
                {
                    converted.Add(convertedGO);
                }
            }
            if (!onlyPrefabAssets && groupIndex >= 0)
            {
                Undo.CollapseUndoOperations(groupIndex);
                Undo.IncrementCurrentGroup();
            }
            return(converted.ToArray());
        }
示例#3
0
        protected override bool Export()
        {
            if (string.IsNullOrEmpty(ExportFileName))
            {
                Debug.LogError("FbxExporter: Please specify an fbx filename");
                return(false);
            }

            if (string.IsNullOrEmpty(m_prefabFileName))
            {
                Debug.LogError("FbxExporter: Please specify a prefab filename");
                return(false);
            }

            var fbxDirPath = ExportSettings.FbxAbsoluteSavePath;
            var fbxPath    = System.IO.Path.Combine(fbxDirPath, ExportFileName + ".fbx");

            var prefabDirPath = ExportSettings.PrefabAbsoluteSavePath;
            var prefabPath    = System.IO.Path.Combine(prefabDirPath, m_prefabFileName + ".prefab");

            if (GetToExport() == null)
            {
                Debug.LogError("FbxExporter: missing object for conversion");
                return(false);
            }

            int rectTransformCount = GetUIElementsInExportSetCount();

            if (rectTransformCount > 0)
            {
                // Warn that UI elements will break if converted
                string warning = string.Format("Warning: UI Components (ie, RectTransform) are not saved when converting to FBX.\n{0} item(s) in the selection will lose their UI components.",
                                               rectTransformCount);
                bool result = UnityEditor.EditorUtility.DisplayDialog(
                    string.Format("{0} Warning", ModelExporter.PACKAGE_UI_NAME), warning, "Convert and Lose UI", "Cancel");

                if (!result)
                {
                    return(false);
                }
            }

            if (SettingsObject.UseMayaCompatibleNames && SettingsObject.AllowSceneModification)
            {
                string warning = "Names of objects in the hierarchy may change with the Compatible Naming option turned on";
                if (ExportSetContainsAnimation())
                {
                    warning = "Compatible Naming option turned on. Names of objects in hierarchy may change and break animations.";
                }

                // give a warning dialog that indicates that names in the scene may change
                int result = UnityEditor.EditorUtility.DisplayDialogComplex(
                    string.Format("{0} Warning", ModelExporter.PACKAGE_UI_NAME), warning, "OK", "Turn off and continue", "Cancel"
                    );
                if (result == 1)
                {
                    // turn compatible naming off
                    SettingsObject.SetUseMayaCompatibleNames(false);
                }
                else if (result == 2)
                {
                    return(false);
                }
            }

            if (GetToExport().Length == 1)
            {
                var go = ModelExporter.GetGameObject(GetToExport()[0]);

                // Check if we'll be clobbering files. If so, warn the user
                // first and let them cancel out.
                if (!OverwriteExistingFile(prefabPath))
                {
                    return(false);
                }

                if (ConvertToNestedPrefab.WillExportFbx(go))
                {
                    if (!OverwriteExistingFile(fbxPath))
                    {
                        return(false);
                    }
                }

                ConvertToNestedPrefab.Convert(
                    go, fbxFullPath: fbxPath, prefabFullPath: prefabPath, exportOptions: ExportSettings.instance.ConvertToPrefabSettings.info
                    );
                return(true);
            }

            bool onlyPrefabAssets = ConvertToNestedPrefab.SetContainsOnlyPrefabAssets(GetToExport());
            int  groupIndex       = -1;

            // no need to undo if we aren't converting anything that's in the scene
            if (!onlyPrefabAssets)
            {
                Undo.IncrementCurrentGroup();
                groupIndex = Undo.GetCurrentGroup();
                Undo.SetCurrentGroupName(ConvertToNestedPrefab.UndoConversionCreateObject);
            }
            foreach (var obj in GetToExport())
            {
                // Convert, automatically choosing a file path that won't clobber any existing files.
                var go = ModelExporter.GetGameObject(obj);
                ConvertToNestedPrefab.Convert(
                    go, fbxDirectoryFullPath: fbxDirPath, prefabDirectoryFullPath: prefabDirPath, exportOptions: ExportSettings.instance.ConvertToPrefabSettings.info
                    );
            }
            if (!onlyPrefabAssets && groupIndex >= 0)
            {
                Undo.CollapseUndoOperations(groupIndex);
                Undo.IncrementCurrentGroup();
            }
            return(true);
        }