public override void Build(BuildTarget target, Model.NodeData node, IEnumerable <PerformGraph.AssetGroups> incoming, IEnumerable <Model.ConnectionData> connectionsToOutput, PerformGraph.Output Output, Action <Model.NodeData, string, float> progressFunc) { if (incoming == null) { return; } var builder = m_instance.Get <IPrefabBuilder>(target); UnityEngine.Assertions.Assert.IsNotNull(builder); var prefabOutputDir = FileUtility.EnsurePrefabBuilderCacheDirExists(target, node); Dictionary <string, List <AssetReference> > output = null; if (Output != null) { output = new Dictionary <string, List <AssetReference> >(); } var aggregatedGroups = new Dictionary <string, List <AssetReference> >(); foreach (var ag in incoming) { foreach (var key in ag.assetGroups.Keys) { if (!aggregatedGroups.ContainsKey(key)) { aggregatedGroups[key] = new List <AssetReference>(); } aggregatedGroups[key].AddRange(ag.assetGroups[key].AsEnumerable()); } } foreach (var key in aggregatedGroups.Keys) { var assets = aggregatedGroups[key]; var allAssets = LoadAllAssets(assets); var prefabFileName = builder.CanCreatePrefab(key, allAssets); var prefabSavePath = FileUtility.PathCombine(prefabOutputDir, prefabFileName + ".prefab"); if (!Directory.Exists(Path.GetDirectoryName(prefabSavePath))) { Directory.CreateDirectory(Path.GetDirectoryName(prefabSavePath)); } if (PrefabBuildInfo.DoesPrefabNeedRebuilding(this, node, target, key, assets)) { UnityEngine.GameObject obj = builder.CreatePrefab(key, allAssets); if (obj == null) { throw new AssetBundleGraphException(string.Format("{0} :PrefabBuilder {1} returned null in CreatePrefab() [groupKey:{2}]", node.Name, builder.GetType().FullName, key)); } LogUtility.Logger.LogFormat(LogType.Log, "{0} is (re)creating Prefab:{1} with {2}({3})", node.Name, prefabFileName, PrefabBuilderUtility.GetPrefabBuilderGUIName(m_instance.ClassName), PrefabBuilderUtility.GetPrefabBuilderVersion(m_instance.ClassName)); if (progressFunc != null) { progressFunc(node, string.Format("Creating {0}", prefabFileName), 0.5f); } PrefabUtility.CreatePrefab(prefabSavePath, obj, m_replacePrefabOptions); PrefabBuildInfo.SavePrefabBuildInfo(this, node, target, key, assets); GameObject.DestroyImmediate(obj); } UnloadAllAssets(assets); if (output != null) { output[key] = new List <AssetReference> () { AssetReferenceDatabase.GetPrefabReference(prefabSavePath) }; } } if (Output != null) { var dst = (connectionsToOutput == null || !connectionsToOutput.Any())? null : connectionsToOutput.First(); Output(dst, output); } }
public override void Prepare(BuildTarget target, Model.NodeData node, IEnumerable <PerformGraph.AssetGroups> incoming, IEnumerable <Model.ConnectionData> connectionsToOutput, PerformGraph.Output Output) { ValidatePrefabBuilder(node, target, incoming, () => { throw new NodeException(node.Name + " :PrefabBuilder is not configured. Please configure from Inspector.", node.Id); }, () => { throw new NodeException(node.Name + " :Failed to create PrefabBuilder from settings. Please fix settings from Inspector.", node.Id); }, (string groupKey) => { throw new NodeException(string.Format("{0} :Can not create prefab with incoming assets for group {1}.", node.Name, groupKey), node.Id); }, (AssetReference badAsset) => { throw new NodeException(string.Format("{0} :Can not import incoming asset {1}.", node.Name, badAsset.fileNameAndExtension), node.Id); } ); if (incoming == null) { return; } var builder = m_instance.Get <IPrefabBuilder>(target); UnityEngine.Assertions.Assert.IsNotNull(builder); var prefabOutputDir = FileUtility.EnsurePrefabBuilderCacheDirExists(target, node); Dictionary <string, List <AssetReference> > output = null; if (Output != null) { output = new Dictionary <string, List <AssetReference> >(); } var aggregatedGroups = new Dictionary <string, List <AssetReference> >(); foreach (var ag in incoming) { foreach (var key in ag.assetGroups.Keys) { if (!aggregatedGroups.ContainsKey(key)) { aggregatedGroups[key] = new List <AssetReference>(); } aggregatedGroups[key].AddRange(ag.assetGroups[key].AsEnumerable()); } } foreach (var key in aggregatedGroups.Keys) { var assets = aggregatedGroups[key]; var thresold = PrefabBuilderUtility.GetPrefabBuilderAssetThreshold(m_instance.ClassName); if (thresold < assets.Count) { var guiName = PrefabBuilderUtility.GetPrefabBuilderGUIName(m_instance.ClassName); throw new NodeException(string.Format("{0} :Too many assets passed to {1} for group:{2}. {3}'s threshold is set to {4}", node.Name, guiName, key, guiName, thresold), node.Id); } List <UnityEngine.Object> allAssets = LoadAllAssets(assets); var prefabFileName = builder.CanCreatePrefab(key, allAssets); if (output != null && prefabFileName != null) { output[key] = new List <AssetReference> () { AssetReferenceDatabase.GetPrefabReference(FileUtility.PathCombine(prefabOutputDir, prefabFileName + ".prefab")) }; } UnloadAllAssets(assets); } if (Output != null) { var dst = (connectionsToOutput == null || !connectionsToOutput.Any())? null : connectionsToOutput.First(); Output(dst, output); } }