b8ab71969a
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
162 lines
3.5 KiB
C#
162 lines
3.5 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System.Collections;
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using System.IO;
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using System.Text;
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public class ObjExporterScript
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{
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private static int StartIndex = 0;
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public static void Start()
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{
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StartIndex = 0;
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}
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public static void End()
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{
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StartIndex = 0;
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}
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public static string MeshToString(MeshFilter mf, Transform t)
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{
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Vector3 s = t.localScale;
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Vector3 p = t.localPosition;
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Quaternion r = t.localRotation;
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int numVertices = 0;
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Mesh m = mf.sharedMesh;
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if (!m)
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{
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return "####Error####";
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}
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Material[] mats = mf.GetComponent<Renderer>().sharedMaterials;
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StringBuilder sb = new StringBuilder();
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foreach(Vector3 vv in m.vertices)
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{
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Vector3 v = t.TransformPoint(vv);
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numVertices++;
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sb.Append(string.Format("v {0} {1} {2}\n",v.x,v.y,v.z));
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}
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sb.Append("\n");
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foreach(Vector3 nn in m.normals)
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{
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Vector3 v = r * nn;
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sb.Append(string.Format("vn {0} {1} {2}\n",v.x,v.y,v.z));
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}
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sb.Append("\n");
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foreach(Vector3 v in m.uv)
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{
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sb.Append(string.Format("vt {0} {1}\n",v.x,v.y));
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}
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for (int material=0; material < m.subMeshCount; material ++)
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{
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sb.Append("\n");
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sb.Append("usemtl ").Append(mats[material].name).Append("\n");
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sb.Append("usemap ").Append(mats[material].name).Append("\n");
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int[] triangles = m.GetTriangles(material);
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for (int i=0;i<triangles.Length;i+=3) {
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sb.Append(string.Format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}\n",
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triangles[i]+1+StartIndex, triangles[i+1]+1+StartIndex, triangles[i+2]+1+StartIndex));
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}
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}
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StartIndex += numVertices;
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return sb.ToString();
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}
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}
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public class ObjExporter : ScriptableObject
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{
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[MenuItem ("Window/Infinity PBR/Wavefront OBJ")]
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static void DoExportWSubmeshes()
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{
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DoExport(true);
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}
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[MenuItem ("Window/Infinity PBR/Wavefront OBJ (No Submeshes)")]
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static void DoExportWOSubmeshes()
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{
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DoExport(false);
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}
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static void DoExport(bool makeSubmeshes)
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{
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if (Selection.gameObjects.Length == 0)
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{
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Debug.Log("Didn't Export Any Meshes; Nothing was selected!");
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return;
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}
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string meshName = Selection.gameObjects[0].name;
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string fileName = EditorUtility.SaveFilePanel("Export .obj file", "", meshName, "obj");
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ObjExporterScript.Start();
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StringBuilder meshString = new StringBuilder();
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meshString.Append("#" + meshName + ".obj"
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+ "\n#" + System.DateTime.Now.ToLongDateString()
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+ "\n#" + System.DateTime.Now.ToLongTimeString()
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+ "\n#-------"
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+ "\n\n");
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Transform t = Selection.gameObjects[0].transform;
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Vector3 originalPosition = t.position;
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t.position = Vector3.zero;
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if (!makeSubmeshes)
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{
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meshString.Append("g ").Append(t.name).Append("\n");
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}
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meshString.Append(processTransform(t, makeSubmeshes));
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WriteToFile(meshString.ToString(),fileName);
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t.position = originalPosition;
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ObjExporterScript.End();
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Debug.Log("Exported Mesh: " + fileName);
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}
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static string processTransform(Transform t, bool makeSubmeshes)
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{
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StringBuilder meshString = new StringBuilder();
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meshString.Append("#" + t.name
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+ "\n#-------"
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+ "\n");
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if (makeSubmeshes)
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{
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meshString.Append("g ").Append(t.name).Append("\n");
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}
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MeshFilter mf = t.GetComponent<MeshFilter>();
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if (mf)
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{
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meshString.Append(ObjExporterScript.MeshToString(mf, t));
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}
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for(int i = 0; i < t.childCount; i++)
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{
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meshString.Append(processTransform(t.GetChild(i), makeSubmeshes));
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}
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return meshString.ToString();
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}
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static void WriteToFile(string s, string filename)
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{
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using (StreamWriter sw = new StreamWriter(filename))
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{
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sw.Write(s);
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}
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}
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} |