remove unity project

This commit is contained in:
Mister_Nebula 2021-11-23 08:16:50 +00:00
parent 1a91b32a35
commit e591d6cd2e
59 changed files with 0 additions and 7439 deletions

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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties

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using UnityEditor;
using System.IO;
public class CreateAssetBundles {
[MenuItem("Assets/Build AssetBundles")]
static void BuildAllAssetBundles () {
string assetBundleDirectory = "../AssetBundles";
if (!Directory.Exists(assetBundleDirectory)) {
Directory.CreateDirectory(assetBundleDirectory);
}
BuildPipeline.BuildAssetBundles(assetBundleDirectory,
BuildAssetBundleOptions.None,
BuildTarget.StandaloneWindows);
}
}

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/*
Based on ObjExporter.cs, this "wrapper" lets you export to .OBJ directly from the editor menu.
This should be put in your "Editor"-folder. Use by selecting the objects you want to export, and select
the appropriate menu item from "Custom->Export". Exported models are put in a folder called
"ExportedObj" in the root of your Unity-project. Textures should also be copied and placed in the
same folder.
N.B. there may be a bug so if the custom option doesn't come up refer to this thread http://answers.unity3d.com/questions/317951/how-to-use-editorobjexporter-obj-saving-script-fro.html
Updated for Unity 5.3
*/
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System;
struct ObjMaterial
{
public string name;
public string textureName;
}
public class EditorObjExporter : ScriptableObject
{
private static int vertexOffset = 0;
private static int normalOffset = 0;
private static int uvOffset = 0;
//User should probably be able to change this. It is currently left as an excercise for
//the reader.
private static string targetFolder = "ExportedObj";
private static string MeshToString(MeshFilter mf, Dictionary<string, ObjMaterial> materialList) {
Mesh m = mf.sharedMesh;
Material mats = mf.GetComponent<MeshRenderer>().material;
StringBuilder sb = new StringBuilder();
sb.Append("g ").Append(mf.name).Append("\n");
foreach (Vector3 lv in m.vertices) {
Vector3 wv = mf.transform.TransformPoint(lv);
//This is sort of ugly - inverting x-component since we're in
//a different coordinate system than "everyone" is "used to".
sb.Append(string.Format("v {0} {1} {2}\n", -wv.x, wv.y, wv.z));
}
sb.Append("\n");
foreach (Vector3 lv in m.normals) {
Vector3 wv = mf.transform.TransformDirection(lv);
sb.Append(string.Format("vn {0} {1} {2}\n", -wv.x, wv.y, wv.z));
}
sb.Append("\n");
foreach (Vector3 v in m.uv) {
sb.Append(string.Format("vt {0} {1}\n", v.x, v.y));
}
sb.Append("\n");
sb.Append("usemtl ").Append(mats.name).Append("\n");
sb.Append("usemap ").Append(mats.name).Append("\n");
//See if this material is already in the materiallist.
try {
ObjMaterial objMaterial = new ObjMaterial();
objMaterial.name = mats.name;
if (mats.mainTexture)
objMaterial.textureName = AssetDatabase.GetAssetPath(mats.mainTexture);
else
objMaterial.textureName = null;
materialList.Add(objMaterial.name, objMaterial);
} catch (ArgumentException) {
//Already in the dictionary
}
int[] triangles = m.GetTriangles(0);
for (int i = 0; i < triangles.Length; i += 3) {
//Because we inverted the x-component, we also needed to alter the triangle winding.
sb.Append(string.Format("f {1}/{1}/{1} {0}/{0}/{0} {2}/{2}/{2}\n",
triangles[i] + 1 + vertexOffset, triangles[i + 1] + 1 + normalOffset, triangles[i + 2] + 1 + uvOffset));
}
vertexOffset += m.vertices.Length;
normalOffset += m.normals.Length;
uvOffset += m.uv.Length;
return sb.ToString();
}
private static void Clear() {
vertexOffset = 0;
normalOffset = 0;
uvOffset = 0;
}
private static Dictionary<string, ObjMaterial> PrepareFileWrite() {
Clear();
return new Dictionary<string, ObjMaterial>();
}
private static void MaterialsToFile(Dictionary<string, ObjMaterial> materialList, string folder, string filename) {
using (StreamWriter sw = new StreamWriter(folder + Path.PathSeparator + filename + ".mtl")) {
foreach (KeyValuePair<string, ObjMaterial> kvp in materialList) {
sw.Write("\n");
sw.Write("newmtl {0}\n", kvp.Key);
sw.Write("Ka 0.6 0.6 0.6\n");
sw.Write("Kd 0.6 0.6 0.6\n");
sw.Write("Ks 0.9 0.9 0.9\n");
sw.Write("d 1.0\n");
sw.Write("Ns 0.0\n");
sw.Write("illum 2\n");
if (kvp.Value.textureName != null) {
string destinationFile = kvp.Value.textureName;
int stripIndex = destinationFile.LastIndexOf(Path.PathSeparator);
if (stripIndex >= 0)
destinationFile = destinationFile.Substring(stripIndex + 1).Trim();
string relativeFile = destinationFile;
destinationFile = folder + Path.PathSeparator + destinationFile;
Debug.Log("Copying texture from " + kvp.Value.textureName + " to " + destinationFile);
try {
//Copy the source file
File.Copy(kvp.Value.textureName, destinationFile);
} catch {
}
sw.Write("map_Kd {0}", relativeFile);
}
sw.Write("\n\n\n");
}
}
}
private static void MeshToFile(MeshFilter mf, string folder, string filename) {
Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();
using (StreamWriter sw = new StreamWriter(folder + Path.PathSeparator + filename + ".obj")) {
sw.Write("mtllib ./" + filename + ".mtl\n");
sw.Write(MeshToString(mf, materialList));
}
MaterialsToFile(materialList, folder, filename);
}
private static void MeshesToFile(MeshFilter[] mf, string folder, string filename) {
Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();
using (StreamWriter sw = new StreamWriter(folder + Path.PathSeparator + filename + ".obj")) {
sw.Write("mtllib ./" + filename + ".mtl\n");
for (int i = 0; i < mf.Length; i++) {
sw.Write(MeshToString(mf[i], materialList));
}
}
MaterialsToFile(materialList, folder, filename);
}
private static bool CreateTargetFolder() {
try {
System.IO.Directory.CreateDirectory(targetFolder);
} catch {
EditorUtility.DisplayDialog("Error!", "Failed to create target folder!", "");
return false;
}
return true;
}
[MenuItem("Custom/Export/Export all MeshFilters in selection to separate OBJs")]
static void ExportSelectionToSeparate() {
if (!CreateTargetFolder())
return;
Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
if (selection.Length == 0) {
EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
return;
}
int exportedObjects = 0;
for (int i = 0; i < selection.Length; i++) {
Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));
for (int m = 0; m < meshfilter.Length; m++) {
exportedObjects++;
MeshToFile((MeshFilter)meshfilter[m], targetFolder, selection[i].name + "_" + i + "_" + m);
}
}
if (exportedObjects > 0)
EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", "");
else
EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
}
[MenuItem("Custom/Export/Export whole selection to single OBJ")]
static void ExportWholeSelectionToSingle() {
if (!CreateTargetFolder())
return;
Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
if (selection.Length == 0) {
EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
return;
}
int exportedObjects = 0;
ArrayList mfList = new ArrayList();
for (int i = 0; i < selection.Length; i++) {
Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));
for (int m = 0; m < meshfilter.Length; m++) {
exportedObjects++;
mfList.Add(meshfilter[m]);
}
}
if (exportedObjects > 0) {
MeshFilter[] mf = new MeshFilter[mfList.Count];
for (int i = 0; i < mfList.Count; i++) {
mf[i] = (MeshFilter)mfList[i];
}
string filename = EditorSceneManager.GetActiveScene().name + "_" + exportedObjects;
int stripIndex = filename.LastIndexOf(Path.PathSeparator);
if (stripIndex >= 0)
filename = filename.Substring(stripIndex + 1).Trim();
MeshesToFile(mf, targetFolder, filename);
EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects to " + filename, "");
} else
EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
}
[MenuItem("Custom/Export/Export each selected to single OBJ")]
static void ExportEachSelectionToSingle() {
if (!CreateTargetFolder())
return;
Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
if (selection.Length == 0) {
EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
return;
}
int exportedObjects = 0;
for (int i = 0; i < selection.Length; i++) {
Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));
MeshFilter[] mf = new MeshFilter[meshfilter.Length];
for (int m = 0; m < meshfilter.Length; m++) {
exportedObjects++;
mf[m] = (MeshFilter)meshfilter[m];
}
MeshesToFile(mf, targetFolder, selection[i].name + "_" + i);
}
if (exportedObjects > 0) {
EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", "");
} else
EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
}
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# QSB Helper Unity Project
This Unity project is mainly used for generating asset bundles to be imported by QSB at runtime. It is a Unity 2017.4 project, since that's the version used by Outer Wilds.
There's a "Build Assetbundles" option that generates the assetbundles in `UnityProject/Assets/AssetBundles`.
Detailed instructions:
* Create a new GameObject on the scene;
* Change the name of the GameObject on the inspector panel;
* Add models, behaviours, etc to that GameObject;
* Create a prefab from that GameObject by dragging it from the scene hierarchy to the assets panel (usually at the bottom);
* Select the newly created prefab;
* On the bottom right, select the AssetBundle for that prefab (either from an existing one, or create one);
* Save the scene (File -> Save Scenes);
* Select "Assets" -> "Build Assetbundles" from the top menu;
* The new asset bundles will be generated in `QSB/AssetBundles`;
* When you build QSB in Visual Studio, the asset bundle files will be copied to the mod folder.