示例#1
0
        public override void OnInspectorGUI()
        {
            SerializedProperty m_GameObjectProp = serializedObject.FindProperty("m_nameMapping");

            FbxPrefab fbxPrefab = (FbxPrefab)target;

            // We can only change these settings when applied to a prefab.
            bool isDisabled = string.IsNullOrEmpty(AssetDatabase.GetAssetPath(fbxPrefab));

            if (isDisabled)
            {
                EditorGUILayout.HelpBox("Please select a prefab. You can't edit an instance in the scene.",
                                        MessageType.Info);
            }

            EditorGUI.BeginDisabledGroup(isDisabled);
            FbxPrefabUtility fbxPrefabUtility = new FbxPrefabUtility(fbxPrefab);
            var oldFbxAsset = fbxPrefabUtility.FbxAsset;
            var newFbxAsset = EditorGUILayout.ObjectField(new GUIContent("Source FBX Asset", "The FBX file that is linked to this Prefab"), oldFbxAsset,
                                                          typeof(GameObject), allowSceneObjects: false) as GameObject;

            if (newFbxAsset && !FbxPrefabAutoUpdater.IsFbxAsset(UnityEditor.AssetDatabase.GetAssetPath(newFbxAsset)))
            {
                Debug.LogError("FbxPrefab must point to an FBX asset (or none).");
            }
            else if (newFbxAsset != oldFbxAsset)
            {
                fbxPrefabUtility.SetSourceModel(newFbxAsset);
            }
            EditorGUI.EndDisabledGroup();

            EditorGUILayout.PropertyField(m_GameObjectProp, true);

#if FBXEXPORTER_DEBUG
            if (GUILayout.Button("Update prefab manually..."))
            {
                // Get existing open window or if none, make a new one:
                ManualUpdateEditorWindow window = (ManualUpdateEditorWindow)EditorWindow.GetWindow(typeof(ManualUpdateEditorWindow));
                window.Init(fbxPrefabUtility, fbxPrefab);
                window.Show();
            }

            EditorGUILayout.LabelField("Debug info:");
            try {
                fbxPrefabUtility.GetFbxHistory().ToJson();
            } catch (System.Exception xcp) {
                Debug.LogException(xcp);
            }
            EditorGUILayout.SelectableLabel(fbxPrefabUtility.GetFbxHistoryString());
#endif
            serializedObject.ApplyModifiedProperties();
        }
示例#2
0
        public static void UpdateLinkedPrefab(GameObject prefabOrInstance)
        {
            // Find the prefab, bail if this is neither a prefab nor an instance.
            GameObject prefab;

            switch (PrefabUtility.GetPrefabType(prefabOrInstance))
            {
            case PrefabType.Prefab:
                prefab = prefabOrInstance;
                break;

            case PrefabType.PrefabInstance:
                prefab = PrefabUtility.GetCorrespondingObjectFromSource(prefabOrInstance) as GameObject;
                break;

            default:
                return;
            }

            foreach (var fbxPrefabComponent in prefab.GetComponentsInChildren <FbxPrefab>())
            {
                // Launch the manual update UI to allow the user to fix
                // renamed nodes (or auto-update if there's nothing to rename).
                var fbxPrefabUtility = new FbxPrefabUtility(fbxPrefabComponent);

                if (UnityEditor.Formats.Fbx.Exporter.ExportSettings.instance.AutoUpdaterEnabled || runningUnitTest)
                {
                    fbxPrefabUtility.SyncPrefab();
                }
                else
                {
                    ManualUpdateEditorWindow window = (ManualUpdateEditorWindow)EditorWindow.GetWindow(typeof(ManualUpdateEditorWindow));
                    window.Init(fbxPrefabUtility, fbxPrefabComponent);
                    window.Show();
                }
            }
        }