UniVRM/Scripts/Format/Editor/vrmAssetPostprocessor.cs

52 lines
1.4 KiB
C#

using System;
using System.IO;
using System.Linq;
using UniGLTF;
using UnityEditor;
namespace VRM
{
#if !VRM_STOP_ASSETPOSTPROCESSOR
public class vrmAssetPostprocessor : AssetPostprocessor
{
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
foreach (string path in importedAssets)
{
var ext = Path.GetExtension(path).ToLower();
if (ext == ".vrm")
{
ImportVrm(UnityPath.FromUnityPath(path));
}
}
}
static void ImportVrm(UnityPath path)
{
if (!path.IsUnderAssetsFolder)
{
throw new Exception();
}
var context = new VRMImporterContext();
context.ParseGlb(File.ReadAllBytes(path.FullPath));
var prefabPath = path.Parent.Child(path.FileNameWithoutExtension + ".prefab");
// save texture assets !
context.SaveTexturesAsPng(prefabPath);
EditorApplication.delayCall += () =>
{
//
// after textures imported
//
context.Load();
context.SaveAsAsset(prefabPath);
context.Destroy(false);
};
}
}
#endif
}