add jump to scene hierarchy

some improvements
This commit is contained in:
Perfare
2018-04-19 07:06:52 +08:00
parent 4bcc16245c
commit a3c92ddb8f
7 changed files with 186 additions and 122 deletions

View File

@@ -328,9 +328,8 @@ namespace AssetStudio
fileNodes = new List<GameObject>();
if (buildHierarchyMenuItem)
{
SetProgressBarMaximum(1);
SetProgressBarValue(1);
SetProgressBarMaximum(assetsfileList.Sum(x => x.GameObjectList.Values.Count) + 1);
SetProgressBarValue(0);
SetProgressBarMaximum(assetsfileList.Sum(x => x.GameObjectList.Values.Count));
StatusStripUpdate("Building tree structure...");
foreach (var assetsFile in assetsfileList)
@@ -341,7 +340,6 @@ namespace AssetStudio
foreach (var m_GameObject in assetsFile.GameObjectList.Values)
{
//ParseGameObject
foreach (var m_Component in m_GameObject.m_Components)
{
if (m_Component.m_FileID >= 0 && m_Component.m_FileID < assetsfileList.Count)
@@ -364,11 +362,27 @@ namespace AssetStudio
case ClassIDReference.MeshFilter:
{
m_GameObject.m_MeshFilter = m_Component;
if (assetsfileList.TryGetPD(m_Component, out var assetPreloadData))
{
var m_MeshFilter = new MeshFilter(assetPreloadData);
if (assetsfileList.TryGetPD(m_MeshFilter.m_Mesh, out assetPreloadData))
{
assetPreloadData.gameObject = m_GameObject;
}
}
break;
}
case ClassIDReference.SkinnedMeshRenderer:
{
m_GameObject.m_SkinnedMeshRenderer = m_Component;
if (assetsfileList.TryGetPD(m_Component, out var assetPreloadData))
{
var m_SkinnedMeshRenderer = new SkinnedMeshRenderer(assetPreloadData);
if (assetsfileList.TryGetPD(m_SkinnedMeshRenderer.m_Mesh, out assetPreloadData))
{
assetPreloadData.gameObject = m_GameObject;
}
}
break;
}
case ClassIDReference.Animator:
@@ -381,7 +395,6 @@ namespace AssetStudio
}
}
}
//
var parentNode = fileNode;
@@ -413,10 +426,10 @@ namespace AssetStudio
{
string matLine;
using (StreamReader reader = File.OpenText(mainPath + "\\materials.json"))
{ matLine = reader.ReadToEnd(); }
{
matLine = reader.ReadToEnd();
}
jsonMats = new JavaScriptSerializer().Deserialize<Dictionary<string, Dictionary<string, string>>>(matLine);
//var jsonMats = new JavaScriptSerializer().DeserializeObject(matLine);
}
}
#endregion
@@ -586,80 +599,86 @@ namespace AssetStudio
public static void ExportSplitObjects(string savePath, TreeNodeCollection nodes)
{
foreach (TreeNode node in nodes)
ThreadPool.QueueUserWorkItem(state =>
{
//遍历一级子节点
foreach (TreeNode j in node.Nodes)
foreach (TreeNode node in nodes)
{
//收集所有子节点
var gameObjects = new List<GameObject>();
CollectNode(j, gameObjects);
//跳过一些不需要导出的object
if (gameObjects.All(x => x.m_SkinnedMeshRenderer == null && x.m_MeshFilter == null))
continue;
//处理非法文件名
var filename = FixFileName(j.Text);
//每个文件存放在单独的文件夹
var targetPath = $"{savePath}{filename}\\";
//重名文件处理
for (int i = 1; ; i++)
//遍历一级子节点
foreach (TreeNode j in node.Nodes)
{
if (Directory.Exists(targetPath))
//收集所有子节点
var gameObjects = new List<GameObject>();
CollectNode(j, gameObjects);
//跳过一些不需要导出的object
if (gameObjects.All(x => x.m_SkinnedMeshRenderer == null && x.m_MeshFilter == null))
continue;
//处理非法文件名
var filename = FixFileName(j.Text);
//每个文件存放在单独的文件夹
var targetPath = $"{savePath}{filename}\\";
//重名文件处理
for (int i = 1; ; i++)
{
targetPath = $"{savePath}{filename} ({i})\\";
}
else
{
break;
if (Directory.Exists(targetPath))
{
targetPath = $"{savePath}{filename} ({i})\\";
}
else
{
break;
}
}
Directory.CreateDirectory(targetPath);
//导出FBX
StatusStripUpdate($"Exporting {filename}.fbx");
FBXExporter.WriteFBX($"{targetPath}{filename}.fbx", gameObjects);
StatusStripUpdate($"Finished exporting {filename}.fbx");
}
Directory.CreateDirectory(targetPath);
//导出FBX
StatusStripUpdate($"Exporting {filename}.fbx");
FBXExporter.WriteFBX($"{targetPath}{filename}.fbx", gameObjects);
StatusStripUpdate($"Finished exporting {filename}.fbx");
ProgressBarPerformStep();
}
ProgressBarPerformStep();
}
});
}
public static void ExportSplitObjectsNew(string savePath, TreeNodeCollection nodes)
{
foreach (TreeNode node in nodes)
ThreadPool.QueueUserWorkItem(state =>
{
//遍历一级子节点
foreach (TreeNode j in node.Nodes)
foreach (TreeNode node in nodes)
{
//收集所有子节点
var gameObjects = new List<GameObject>();
CollectNode(j, gameObjects);
//跳过一些不需要导出的object
if (gameObjects.All(x => x.m_SkinnedMeshRenderer == null && x.m_MeshFilter == null))
continue;
//处理非法文件名
var filename = FixFileName(j.Text);
//每个文件存放在单独的文件夹
var targetPath = $"{savePath}{filename}\\";
//重名文件处理
for (int i = 1; ; i++)
//遍历一级子节点
foreach (TreeNode j in node.Nodes)
{
if (Directory.Exists(targetPath))
//收集所有子节点
var gameObjects = new List<GameObject>();
CollectNode(j, gameObjects);
//跳过一些不需要导出的object
if (gameObjects.All(x => x.m_SkinnedMeshRenderer == null && x.m_MeshFilter == null))
continue;
//处理非法文件名
var filename = FixFileName(j.Text);
//每个文件存放在单独的文件夹
var targetPath = $"{savePath}{filename}\\";
//重名文件处理
for (int i = 1; ; i++)
{
targetPath = $"{savePath}{filename} ({i})\\";
}
else
{
break;
if (Directory.Exists(targetPath))
{
targetPath = $"{savePath}{filename} ({i})\\";
}
else
{
break;
}
}
Directory.CreateDirectory(targetPath);
//导出FBX
StatusStripUpdate($"Exporting {j.Text}.fbx");
ExportGameObject((GameObject)j, targetPath);
StatusStripUpdate($"Finished exporting {j.Text}.fbx");
}
Directory.CreateDirectory(targetPath);
//导出FBX
StatusStripUpdate($"Exporting {j.Text}.fbx");
ExportGameObject((GameObject)j, targetPath);
StatusStripUpdate($"Finished exporting {j.Text}.fbx");
ProgressBarPerformStep();
}
ProgressBarPerformStep();
}
});
}
private static void CollectNode(TreeNode node, List<GameObject> gameObjects)
@@ -690,32 +709,43 @@ namespace AssetStudio
});
}
public static void ExportObjectsWithAnimationClip(GameObject gameObject, string exportPath, List<AssetPreloadData> animationList = null)
public static void ExportObjectsWithAnimationClip(string exportPath, TreeNodeCollection nodes, List<AssetPreloadData> animationList = null)
{
StatusStripUpdate($"Exporting {gameObject.Text}");
try
ThreadPool.QueueUserWorkItem(state =>
{
ExportGameObject(gameObject, exportPath, animationList);
StatusStripUpdate($"Finished exporting {gameObject.Text}");
}
catch (Exception ex)
{
MessageBox.Show($"{ex.Message}\r\n{ex.StackTrace}");
StatusStripUpdate("Error in export");
}
var gameObjects = new List<GameObject>();
GetSelectedParentNode(nodes, gameObjects);
SetProgressBarValue(0);
SetProgressBarMaximum(gameObjects.Count);
foreach (var gameObject in gameObjects)
{
StatusStripUpdate($"Exporting {gameObject.Text}");
try
{
ExportGameObject(gameObject, exportPath, animationList);
StatusStripUpdate($"Finished exporting {gameObject.Text}");
}
catch (Exception ex)
{
MessageBox.Show($"{ex.Message}\r\n{ex.StackTrace}");
StatusStripUpdate("Error in export");
}
ProgressBarPerformStep();
}
});
}
public static void ForeachTreeNodes(TreeNodeCollection nodes, string exportPath, Action<GameObject> action)
private static void GetSelectedParentNode(TreeNodeCollection nodes, List<GameObject> gameObjects)
{
foreach (TreeNode i in nodes)
{
if (i.Checked)
{
action((GameObject)i);
gameObjects.Add((GameObject)i);
}
else
{
ForeachTreeNodes(i.Nodes, exportPath, action);
GetSelectedParentNode(i.Nodes, gameObjects);
}
}
}