ZeroVR/ZeroPacientVR/Assets/EasyColliderEditor/Scripts/EasyColliderSaving.cs

132 lines
5.1 KiB
C#

#if(UNITY_EDITOR)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
namespace ECE
{
public static class EasyColliderSaving
{
/// <summary>
/// Static preferences asset that is currently loaded.
/// </summary>
/// <value></value>
static EasyColliderPreferences ECEPreferences { get { return EasyColliderPreferences.Preferences; } }
/// <summary>
/// Gets a valid path to save a convex hull at to feed into save convex hull meshes function.
/// </summary>
/// <param name="go">selected gameobject</param>
/// <param name="ECEPreferences">preferences object</param>
/// <returns>full save path (ie C:/UnityProjects/ProjectName/Assets/Folder/baseObject)</returns>
public static string GetValidConvexHullPath(GameObject go)
{
// use default specified path
string path = ECEPreferences.SaveConvexHullPath + go.name;
// get path to go
if (ECEPreferences.SaveConvexHullMeshAtSelected)
{
// bandaid for scaled temporary skinned mesh:
// as the scaled mesh filter is added during setup with the name Scaled Mesh Filter (Temporary)
if (go.name.Contains("Scaled Mesh Filter"))
{
go = go.transform.parent.gameObject; // set the gameobject to the temp's parent (as that will be a part of the prefab if it is one and thus should work.)
}
UnityEngine.Object foundObject = null;
#if UNITY_2018_2_OR_NEWER
foundObject = PrefabUtility.GetCorrespondingObjectFromSource(go);
#else
foundObject = PrefabUtility.GetPrefabParent(go);
if (foundObject == null)
{
foundObject = PrefabUtility.FindPrefabRoot(go);
}
#endif
string altPath = AssetDatabase.GetAssetPath(foundObject);
// but only use the path it if it exists.
if (altPath != null && altPath != "" && foundObject != null)
{
path = altPath.Remove(altPath.LastIndexOf("/") + 1) + foundObject.name;
}
}
// turn in to full path to check if one already exists.
string fullPath = Application.dataPath.Remove(Application.dataPath.Length - 6) + path;
string directory = fullPath.Remove(fullPath.LastIndexOf("/"));
// if the directory specified or found does not exist, fall back to using the location of this script.
if (!Directory.Exists(directory))
{
fullPath = AssetDatabase.GetAssetPath(MonoScript.FromScriptableObject(ECEPreferences));
fullPath = fullPath.Remove(fullPath.LastIndexOf("/"));
Debug.LogWarning("Easy Collider Editor: Convex Hull save path specified in Easy Collider Editor does not exist. Saving in: " + fullPath + " as a fallback.");
fullPath = fullPath + "/" + go.name;
}
return fullPath;
}
/// <summary>
/// goes thorugh the path and finds the first non-existing path that can be used to save.
/// </summary>
/// <param name="path">Full path up to save location: ie C:/UnityProjects/ProjectName/Assets/Folder/baseObject</param>
/// <param name="suffix">Suffix to add to save files ie _Suffix_</param>
/// <returns>first valid path for AssetDatabase.CreateAsset ie baseObject_Suffix_0</returns>
private static string GetFirstValidAssetPath(string path, string suffix)
{
string validPath = path;
if (File.Exists(validPath + suffix + "0.asset"))
{
int i = 1;
while (File.Exists(validPath + suffix + i + ".asset"))
{
i += 1;
}
validPath += suffix + i + ".asset";
}
else
{
validPath += suffix + "0.asset";
}
return validPath.Remove(0, path.IndexOf("Assets/"));
}
/// <summary>
/// Creates and saves a mesh asset in the asset database with appropriate path and suffix.
/// </summary>
/// <param name="mesh">mesh</param>
/// <param name="attachTo">gameobject the mesh will be attached to, used to find asset path.</param>
public static void CreateAndSaveMeshAsset(Mesh mesh, GameObject attachTo)
{
if (mesh != null)
{
string savePath = GetValidConvexHullPath(attachTo);
if (savePath != "")
{
string assetPath = GetFirstValidAssetPath(savePath, ECEPreferences.SaveConvexHullSuffix);
AssetDatabase.CreateAsset(mesh, assetPath);
AssetDatabase.SaveAssets();
}
}
}
/// <summary>
/// Creates and saves an array of mesh assets in the assetdatabase at the path with the the format "savePath"+"suffix"+[0-n].asset
/// </summary>
/// <param name="savePath">Full path up to save location: ie C:/UnityProjects/ProjectName/Assets/Folder/baseObject</param>
/// <param name="suffix">Suffix to add to save files ie _Suffix_</param>
public static void CreateAndSaveMeshAssets(Mesh[] meshes, string savePath, string suffix)
{
for (int i = 0; i < meshes.Length; i++)
{
// get a new valid path for each mesh to save.
string path = GetFirstValidAssetPath(savePath, suffix);
AssetDatabase.CreateAsset(meshes[i], path);
}
AssetDatabase.SaveAssets();
}
}
}
#endif