UniVRM/Scripts/Format/Editor/VRMImporterMenu.cs
2018-08-26 23:15:54 +09:00

67 lines
2.0 KiB
C#

using System.IO;
using UnityEditor;
using UnityEngine;
using UniGLTF;
namespace VRM
{
public static class VRMImporterMenu
{
[MenuItem(VRMVersion.VRM_VERSION + "/Import", priority =1)]
static void ImportMenu()
{
var path = EditorUtility.OpenFilePanel("open vrm", "", "vrm");
if (string.IsNullOrEmpty(path))
{
return;
}
if (Application.isPlaying)
{
// load into scene
Selection.activeGameObject = VRMImporter.LoadFromPath(path);
}
else
{
if (path.StartsWithUnityAssetPath())
{
Debug.LogWarningFormat("disallow import from folder under the Assets");
return;
}
var assetPath = EditorUtility.SaveFilePanel("save prefab", "Assets", Path.GetFileNameWithoutExtension(path), "prefab");
if (string.IsNullOrEmpty(path))
{
return;
}
if (!assetPath.StartsWithUnityAssetPath())
{
Debug.LogWarningFormat("out of asset path: {0}", assetPath);
return;
}
// import as asset
Import(path, UnityPath.FromUnityPath(assetPath));
}
}
static void Import(string readPath, UnityPath prefabPath)
{
var bytes = File.ReadAllBytes(readPath);
var context = new VRMImporterContext(UnityPath.FromFullpath(readPath));
context.ParseGlb(File.ReadAllBytes(readPath));
context.SaveTexturesAsPng(prefabPath);
EditorApplication.delayCall += () =>
{
// delay and can import png texture
VRMImporter.LoadFromBytes(context);
context.SaveAsAsset(prefabPath);
context.Destroy(false);
};
}
}
}