UniVRM/Assets/VRM/Editor/Format/VRMImporterMenu.cs

68 lines
2.0 KiB
C#

using System.IO;
using UnityEditor;
using UnityEngine;
using UniGLTF;
namespace VRM
{
public static class VRMImporterMenu
{
[MenuItem(VRMVersion.MENU + "/Import", priority = 1)]
static void ImportMenu()
{
var path = EditorUtility.OpenFilePanel("open vrm", "", "vrm");
if (string.IsNullOrEmpty(path))
{
return;
}
if (Application.isPlaying)
{
// load into scene
var context = new VRMImporterContext();
context.Load(path);
context.ShowMeshes();
context.EnableUpdateWhenOffscreen();
Selection.activeGameObject = context.Root;
}
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
var prefabPath = UnityPath.FromUnityPath(assetPath);
var context = new VRMImporterContext();
context.ParseGlb(File.ReadAllBytes(path));
context.ExtractImages(prefabPath);
EditorApplication.delayCall += () =>
{
//
// after textures imported
//
context.Load();
context.SaveAsAsset(prefabPath);
context.EditorDestroyRoot();
};
}
}
}
}