overte-HifiExperiments/tools/unity-avatar-exporter/Assets/Editor/AvatarExporter.cs
2018-12-27 13:07:33 -08:00

600 lines
31 KiB
C#

// AvatarExporter.cs
//
// Created by David Back on 28 Nov 2018
// Copyright 2018 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Collections.Generic;
class AvatarExporter : MonoBehaviour {
static readonly Dictionary<string, string> HUMANOID_TO_HIFI_JOINT_NAME = new Dictionary<string, string> {
{"Chest", "Spine1"},
{"Head", "Head"},
{"Hips", "Hips"},
{"Left Index Distal", "LeftHandIndex3"},
{"Left Index Intermediate", "LeftHandIndex2"},
{"Left Index Proximal", "LeftHandIndex1"},
{"Left Little Distal", "LeftHandPinky3"},
{"Left Little Intermediate", "LeftHandPinky2"},
{"Left Little Proximal", "LeftHandPinky1"},
{"Left Middle Distal", "LeftHandMiddle3"},
{"Left Middle Intermediate", "LeftHandMiddle2"},
{"Left Middle Proximal", "LeftHandMiddle1"},
{"Left Ring Distal", "LeftHandRing3"},
{"Left Ring Intermediate", "LeftHandRing2"},
{"Left Ring Proximal", "LeftHandRing1"},
{"Left Thumb Distal", "LeftHandThumb3"},
{"Left Thumb Intermediate", "LeftHandThumb2"},
{"Left Thumb Proximal", "LeftHandThumb1"},
{"LeftEye", "LeftEye"},
{"LeftFoot", "LeftFoot"},
{"LeftHand", "LeftHand"},
{"LeftLowerArm", "LeftForeArm"},
{"LeftLowerLeg", "LeftLeg"},
{"LeftShoulder", "LeftShoulder"},
{"LeftToes", "LeftToeBase"},
{"LeftUpperArm", "LeftArm"},
{"LeftUpperLeg", "LeftUpLeg"},
{"Neck", "Neck"},
{"Right Index Distal", "RightHandIndex3"},
{"Right Index Intermediate", "RightHandIndex2"},
{"Right Index Proximal", "RightHandIndex1"},
{"Right Little Distal", "RightHandPinky3"},
{"Right Little Intermediate", "RightHandPinky2"},
{"Right Little Proximal", "RightHandPinky1"},
{"Right Middle Distal", "RightHandMiddle3"},
{"Right Middle Intermediate", "RightHandMiddle2"},
{"Right Middle Proximal", "RightHandMiddle1"},
{"Right Ring Distal", "RightHandRing3"},
{"Right Ring Intermediate", "RightHandRing2"},
{"Right Ring Proximal", "RightHandRing1"},
{"Right Thumb Distal", "RightHandThumb3"},
{"Right Thumb Intermediate", "RightHandThumb2"},
{"Right Thumb Proximal", "RightHandThumb1"},
{"RightEye", "RightEye"},
{"RightFoot", "RightFoot"},
{"RightHand", "RightHand"},
{"RightLowerArm", "RightForeArm"},
{"RightLowerLeg", "RightLeg"},
{"RightShoulder", "RightShoulder"},
{"RightToes", "RightToeBase"},
{"RightUpperArm", "RightArm"},
{"RightUpperLeg", "RightUpLeg"},
{"Spine", "Spine"},
{"UpperChest", "Spine2"},
};
static readonly Dictionary<string, Quaternion> referenceAbsoluteRotations = new Dictionary<string, Quaternion> {
{"Head", new Quaternion(-2.509889e-9f, -3.379446e-12f, 2.306033e-13f, 1f)},
{"Hips", new Quaternion(-3.043941e-10f, -1.573706e-7f, 5.112975e-6f, 1f)},
{"LeftHandIndex3", new Quaternion(-0.5086057f, 0.4908088f, -0.4912299f, -0.5090388f)},
{"LeftHandIndex2", new Quaternion(-0.4934928f, 0.5062312f, -0.5064303f, -0.4936835f)},
{"LeftHandIndex1", new Quaternion(-0.4986293f, 0.5017503f, -0.5013659f, -0.4982448f)},
{"LeftHandPinky3", new Quaternion(-0.490056f, 0.5143053f, -0.5095307f, -0.4855038f)},
{"LeftHandPinky2", new Quaternion(-0.5083722f, 0.4954255f, -0.4915887f, -0.5044324f)},
{"LeftHandPinky1", new Quaternion(-0.5062528f, 0.497324f, -0.4937346f, -0.5025966f)},
{"LeftHandMiddle3", new Quaternion(-0.4871885f, 0.5123404f, -0.5125002f, -0.4873383f)},
{"LeftHandMiddle2", new Quaternion(-0.5171652f, 0.4827828f, -0.4822642f, -0.5166069f)},
{"LeftHandMiddle1", new Quaternion(-0.4955998f, 0.5041052f, -0.5043675f, -0.4958555f)},
{"LeftHandRing3", new Quaternion(-0.4936301f, 0.5097645f, -0.5061787f, -0.4901562f)},
{"LeftHandRing2", new Quaternion(-0.5089865f, 0.4943658f, -0.4909532f, -0.5054707f)},
{"LeftHandRing1", new Quaternion(-0.5020972f, 0.5005084f, -0.4979034f, -0.4994819f)},
{"LeftHandThumb3", new Quaternion(-0.7228092f, 0.2988393f, -0.4472938f, -0.4337862f)},
{"LeftHandThumb2", new Quaternion(-0.7554525f, 0.2018595f, -0.3871402f, -0.4885356f)},
{"LeftHandThumb1", new Quaternion(-0.7276843f, 0.2878546f, -0.439926f, -0.4405459f)},
{"LeftEye", new Quaternion(-2.509889e-9f, -3.379446e-12f, 2.306033e-13f, 1f)},
{"LeftFoot", new Quaternion(0.009215056f, 0.3612514f, 0.9323555f, -0.01121602f)},
{"LeftHand", new Quaternion(-0.4797408f, 0.5195366f, -0.5279632f, -0.4703038f)},
{"LeftForeArm", new Quaternion(-0.4594738f, 0.4594729f, -0.5374805f, -0.5374788f)},
{"LeftLeg", new Quaternion(-0.0005380471f, -0.03154583f, 0.9994993f, 0.002378627f)},
{"LeftShoulder", new Quaternion(-0.3840606f, 0.525857f, -0.5957767f, -0.47013f)},
{"LeftToeBase", new Quaternion(-0.0002536641f, 0.7113448f, 0.7027079f, -0.01379319f)},
{"LeftArm", new Quaternion(-0.4591927f, 0.4591916f, -0.5377204f, -0.5377193f)},
{"LeftUpLeg", new Quaternion(-0.0006682819f, 0.0006864658f, 0.9999968f, -0.002333928f)},
{"Neck", new Quaternion(-2.509889e-9f, -3.379446e-12f, 2.306033e-13f, 1f)},
{"RightHandIndex3", new Quaternion(0.5083892f, 0.4911618f, -0.4914584f, 0.5086939f)},
{"RightHandIndex2", new Quaternion(0.4931984f, 0.5065879f, -0.5067145f, 0.4933202f)},
{"RightHandIndex1", new Quaternion(0.4991491f, 0.5012957f, -0.5008481f, 0.4987026f)},
{"RightHandPinky3", new Quaternion(0.4890696f, 0.5154139f, -0.5104482f, 0.4843578f)},
{"RightHandPinky2", new Quaternion(0.5084175f, 0.495413f, -0.4915423f, 0.5044444f)},
{"RightHandPinky1", new Quaternion(0.5069782f, 0.4965974f, -0.4930001f, 0.5033045f)},
{"RightHandMiddle3", new Quaternion(0.4867662f, 0.5129694f, -0.5128888f, 0.4866894f)},
{"RightHandMiddle2", new Quaternion(0.5167004f, 0.4833596f, -0.4827653f, 0.5160643f)},
{"RightHandMiddle1", new Quaternion(0.4965845f, 0.5031784f, -0.5033959f, 0.4967981f)},
{"RightHandRing3", new Quaternion(0.4933217f, 0.5102056f, -0.5064691f, 0.4897075f)},
{"RightHandRing2", new Quaternion(0.5085972f, 0.494844f, -0.4913519f, 0.505007f)},
{"RightHandRing1", new Quaternion(0.502959f, 0.4996676f, -0.4970418f, 0.5003144f)},
{"RightHandThumb3", new Quaternion(0.7221864f, 0.3001843f, -0.4482129f, 0.4329457f)},
{"RightHandThumb2", new Quaternion(0.755621f, 0.20102f, -0.386691f, 0.4889769f)},
{"RightHandThumb1", new Quaternion(0.7277303f, 0.2876409f, -0.4398623f, 0.4406733f)},
{"RightEye", new Quaternion(-2.509889e-9f, -3.379446e-12f, 2.306033e-13f, 1f)},
{"RightFoot", new Quaternion(-0.009482829f, 0.3612484f, 0.9323512f, 0.01144584f)},
{"RightHand", new Quaternion(0.4797273f, 0.5195542f, -0.5279628f, 0.4702987f)},
{"RightForeArm", new Quaternion(0.4594217f, 0.4594215f, -0.5375242f, 0.5375237f)},
{"RightLeg", new Quaternion(0.0005446263f, -0.03177159f, 0.9994922f, -0.002395923f)},
{"RightShoulder", new Quaternion(0.3841222f, 0.5257177f, -0.5957286f, 0.4702966f)},
{"RightToeBase", new Quaternion(0.0001034f, 0.7113398f, 0.7027067f, 0.01411251f)},
{"RightArm", new Quaternion(0.4591419f, 0.4591423f, -0.537763f, 0.5377624f)},
{"RightUpLeg", new Quaternion(0.0006750703f, 0.0008973633f, 0.9999966f, 0.002352045f)},
{"Spine", new Quaternion(-0.05427956f, 1.508558e-7f, -2.775203e-6f, 0.9985258f)},
{"Spine1", new Quaternion(-0.0824653f, 1.25274e-7f, -6.75759e-6f, 0.996594f)},
{"Spine2", new Quaternion(-0.0824653f, 1.25274e-7f, -6.75759e-6f, 0.996594f)},
};
static Dictionary<string, string> userBoneToHumanoidMappings = new Dictionary<string, string>();
static Dictionary<string, string> userParentNames = new Dictionary<string, string>();
static Dictionary<string, Quaternion> userAbsoluteRotations = new Dictionary<string, Quaternion>();
static string assetPath = "";
static string assetName = "";
static HumanDescription humanDescription;
[MenuItem("High Fidelity/Export New Avatar")]
static void ExportNewAvatar() {
ExportSelectedAvatar(false);
}
[MenuItem("High Fidelity/Update Existing Avatar")]
static void UpdateAvatar() {
ExportSelectedAvatar(true);
}
static void ExportSelectedAvatar(bool updateAvatar) {
string[] guids = Selection.assetGUIDs;
if (guids.Length != 1) {
if (guids.Length == 0) {
EditorUtility.DisplayDialog("Error", "Please select an asset to export.", "Ok");
} else {
EditorUtility.DisplayDialog("Error", "Please select a single asset to export.", "Ok");
}
return;
}
assetPath = AssetDatabase.GUIDToAssetPath(Selection.assetGUIDs[0]);
assetName = Path.GetFileNameWithoutExtension(assetPath);
ModelImporter modelImporter = ModelImporter.GetAtPath(assetPath) as ModelImporter;
if (Path.GetExtension(assetPath).ToLower() != ".fbx" || modelImporter == null) {
EditorUtility.DisplayDialog("Error", "Please select an .fbx model asset to export.", "Ok");
return;
}
if (modelImporter.animationType != ModelImporterAnimationType.Human) {
EditorUtility.DisplayDialog("Error", "Please set model's Animation Type to Humanoid in the Rig section of it's Inspector window.", "Ok");
return;
}
humanDescription = modelImporter.humanDescription;
if (!SetJointMappingsAndParentNames()) {
return;
}
string documentsFolder = System.Environment.GetFolderPath(System.Environment.SpecialFolder.MyDocuments);
string hifiFolder = documentsFolder + "\\High Fidelity Projects";
if (updateAvatar) { // Update Existing Avatar menu option
bool copyModelToExport = false;
string initialPath = Directory.Exists(hifiFolder) ? hifiFolder : documentsFolder;
// open file explorer defaulting to hifi projects folder in user documents to select target fst to update
string exportFstPath = EditorUtility.OpenFilePanel("Select .fst to update", initialPath, "fst");
if (exportFstPath.Length == 0) { // file selection cancelled
return;
}
exportFstPath = exportFstPath.Replace('/', '\\');
// lookup the project name field from the fst file to update
string projectName = "";
try {
string[] lines = File.ReadAllLines(exportFstPath);
foreach (string line in lines) {
int separatorIndex = line.IndexOf("=");
if (separatorIndex >= 0) {
string key = line.Substring(0, separatorIndex).Trim();
if (key == "name") {
projectName = line.Substring(separatorIndex + 1).Trim();
break;
}
}
}
} catch {
EditorUtility.DisplayDialog("Error", "Failed to read from existing file " + exportFstPath +
". Please check the file and try again.", "Ok");
return;
}
string exportModelPath = Path.GetDirectoryName(exportFstPath) + "\\" + assetName + ".fbx";
if (File.Exists(exportModelPath)) {
// if the fbx in Unity Assets is newer than the fbx in the target export
// folder or vice-versa then ask to replace the older fbx with the newer fbx
DateTime assetModelWriteTime = File.GetLastWriteTime(assetPath);
DateTime targetModelWriteTime = File.GetLastWriteTime(exportModelPath);
if (assetModelWriteTime > targetModelWriteTime) {
int option = EditorUtility.DisplayDialogComplex("Error", "The " + assetName +
".fbx model in the Unity Assets folder is newer than the " + exportModelPath +
" model.\n\nDo you want to replace the older .fbx with the newer .fbx?",
"Yes", "No", "Cancel");
if (option == 2) { // Cancel
return;
}
copyModelToExport = option == 0; // Yes
} else if (assetModelWriteTime < targetModelWriteTime) {
int option = EditorUtility.DisplayDialogComplex("Error", "The " + exportModelPath +
" model is newer than the " + assetName + ".fbx model in the Unity Assets folder." +
"\n\nDo you want to replace the older .fbx with the newer .fbx and re-import it?",
"Yes", "No" , "Cancel");
if (option == 2) { // Cancel
return;
} else if (option == 0) { // Yes - copy model to Unity project
// copy the fbx from the project folder to Unity Assets, overwriting the existing fbx, and re-import it
File.Copy(exportModelPath, assetPath, true);
AssetDatabase.ImportAsset(assetPath);
// set model to Humanoid animation type and force another refresh on it to process Humanoid
modelImporter = ModelImporter.GetAtPath(assetPath) as ModelImporter;
modelImporter.animationType = ModelImporterAnimationType.Human;
EditorUtility.SetDirty(modelImporter);
modelImporter.SaveAndReimport();
humanDescription = modelImporter.humanDescription;
// redo joint mappings and parent names due to the fbx change
SetJointMappingsAndParentNames();
}
}
} else {
// if no matching fbx exists in the target export folder then ask to copy fbx over
int option = EditorUtility.DisplayDialogComplex("Error", "There is no existing " + exportModelPath +
" model.\n\nDo you want to copy over the " + assetName +
".fbx model from the Unity Assets folder?", "Yes", "No", "Cancel");
if (option == 2) { // Cancel
return;
}
copyModelToExport = option == 0; // Yes
}
// copy asset fbx over deleting any existing fbx if we agreed to overwrite it
if (copyModelToExport) {
try {
File.Copy(assetPath, exportModelPath, true);
} catch {
EditorUtility.DisplayDialog("Error", "Failed to copy existing file " + assetPath + " to " + exportModelPath +
". Please check the location and try again.", "Ok");
return;
}
}
// delete existing fst file since we will write a new file
// TODO: updating fst should only rewrite joint mappings and joint rotation offsets to existing file
try {
File.Delete(exportFstPath);
} catch {
EditorUtility.DisplayDialog("Error", "Failed to overwrite existing file " + exportFstPath +
". Please check the file and try again.", "Ok");
return;
}
// write out a new fst file in place of the old file
WriteFST(exportFstPath, projectName);
} else { // Export New Avatar menu option
// create High Fidelity Projects folder in user documents folder if it doesn't exist
if (!Directory.Exists(hifiFolder)) {
Directory.CreateDirectory(hifiFolder);
}
// open a popup window to enter new export project name and project location
ExportProjectWindow window = ScriptableObject.CreateInstance<ExportProjectWindow>();
window.Init(hifiFolder, OnExportProjectWindowClose);
}
}
static void OnExportProjectWindowClose(string projectDirectory, string projectName) {
// copy the fbx from the Unity Assets folder to the project directory
string exportModelPath = projectDirectory + assetName + ".fbx";
File.Copy(assetPath, exportModelPath);
// create empty Textures and Scripts folders in the project directory
string texturesDirectory = projectDirectory + "\\textures";
string scriptsDirectory = projectDirectory + "\\scripts";
Directory.CreateDirectory(texturesDirectory);
Directory.CreateDirectory(scriptsDirectory);
// write out the avatar.fst file to the project directory
string exportFstPath = projectDirectory + "avatar.fst";
WriteFST(exportFstPath, projectName);
// remove any double slashes in texture directory path and warn user to copy external textures over
texturesDirectory = texturesDirectory.Replace("\\\\", "\\");
EditorUtility.DisplayDialog("Warning", "If you are using any external textures with your model, " +
"please copy those textures to " + texturesDirectory, "Ok");
}
static bool SetJointMappingsAndParentNames() {
userParentNames.Clear();
userBoneToHumanoidMappings.Clear();
// instantiate a game object of the user avatar to save out bone parents then destroy it
UnityEngine.Object avatarResource = AssetDatabase.LoadAssetAtPath(assetPath, typeof(UnityEngine.Object));
GameObject assetGameObject = (GameObject)Instantiate(avatarResource);
SetParentNames(assetGameObject.transform, userParentNames);
DestroyImmediate(assetGameObject);
// store joint mappings only for joints that exist in hifi and verify missing required joints
HumanBone[] boneMap = humanDescription.human;
string chestUserBone = "";
string neckUserBone = "";
foreach (HumanBone bone in boneMap) {
string humanName = bone.humanName;
string boneName = bone.boneName;
string hifiJointName;
if (HUMANOID_TO_HIFI_JOINT_NAME.TryGetValue(humanName, out hifiJointName)) {
userBoneToHumanoidMappings.Add(boneName, humanName);
if (humanName == "Chest") {
chestUserBone = boneName;
} else if (humanName == "Neck") {
neckUserBone = boneName;
}
}
}
if (!userBoneToHumanoidMappings.ContainsValue("Hips")) {
EditorUtility.DisplayDialog("Error", "There is no Hips bone in selected avatar", "Ok");
return false;
}
if (!userBoneToHumanoidMappings.ContainsValue("Spine")) {
EditorUtility.DisplayDialog("Error", "There is no Spine bone in selected avatar", "Ok");
return false;
}
if (!userBoneToHumanoidMappings.ContainsValue("Chest")) {
// check to see if there is a child of Spine that could be mapped to Chest
string spineChild = "";
foreach (var parentRelation in userParentNames) {
string humanName;
if (userBoneToHumanoidMappings.TryGetValue(parentRelation.Value, out humanName) && humanName == "Spine") {
if (spineChild == "") {
spineChild = parentRelation.Key;
} else {
// found more than one Spine child so we can't choose one to remap
spineChild = "";
break;
}
}
}
if (spineChild != "" && !userBoneToHumanoidMappings.ContainsKey(spineChild)) {
// use child of Spine as Chest
userBoneToHumanoidMappings.Add(spineChild, "Chest");
chestUserBone = spineChild;
} else {
EditorUtility.DisplayDialog("Error", "There is no Chest bone in selected avatar", "Ok");
return false;
}
}
if (!userBoneToHumanoidMappings.ContainsValue("UpperChest")) {
//if parent of Neck is not Chest then map the parent to UpperChest
if (neckUserBone != "") {
string neckParentUserBone, neckParentHuman;
userParentNames.TryGetValue(neckUserBone, out neckParentUserBone);
userBoneToHumanoidMappings.TryGetValue(neckParentUserBone, out neckParentHuman);
if (neckParentHuman != "Chest" && !userBoneToHumanoidMappings.ContainsKey(neckParentUserBone)) {
userBoneToHumanoidMappings.Add(neckParentUserBone, "UpperChest");
}
}
// if there is still no UpperChest bone but there is a Chest bone then we remap Chest to UpperChest
if (!userBoneToHumanoidMappings.ContainsValue("UpperChest") && chestUserBone != "") {
userBoneToHumanoidMappings[chestUserBone] = "UpperChest";
}
}
return true;
}
static void WriteFST(string exportFstPath, string projectName) {
userAbsoluteRotations.Clear();
// write out core fields to top of fst file
try {
File.WriteAllText(exportFstPath, "name = " + projectName + "\ntype = body+head\nscale = 1\nfilename = " +
assetName + ".fbx\n" + "texdir = textures\n");
} catch {
EditorUtility.DisplayDialog("Error", "Failed to write file " + exportFstPath +
". Please check the location and try again.", "Ok");
return;
}
// write out joint mappings to fst file
foreach (var jointMapping in userBoneToHumanoidMappings) {
string hifiJointName = HUMANOID_TO_HIFI_JOINT_NAME[jointMapping.Value];
File.AppendAllText(exportFstPath, "jointMap = " + hifiJointName + " = " + jointMapping.Key + "\n");
}
// calculate and write out joint rotation offsets to fst file
SkeletonBone[] skeletonMap = humanDescription.skeleton;
foreach (SkeletonBone userBone in skeletonMap) {
string userBoneName = userBone.name;
Quaternion userBoneRotation = userBone.rotation;
string parentName;
userParentNames.TryGetValue(userBoneName, out parentName);
if (parentName == "root") {
// if the parent is root then use bone's rotation
userAbsoluteRotations.Add(userBoneName, userBoneRotation);
} else {
// otherwise multiply bone's rotation by parent bone's absolute rotation
userAbsoluteRotations.Add(userBoneName, userAbsoluteRotations[parentName] * userBoneRotation);
}
// generate joint rotation offsets for both humanoid-mapped bones as well as extra unmapped bones in user avatar
Quaternion jointOffset = new Quaternion();
string humanName, outputJointName = "";
if (userBoneToHumanoidMappings.TryGetValue(userBoneName, out humanName)) {
outputJointName = HUMANOID_TO_HIFI_JOINT_NAME[humanName];
Quaternion rotation = referenceAbsoluteRotations[outputJointName];
jointOffset = Quaternion.Inverse(userAbsoluteRotations[userBoneName]) * rotation;
} else if (userAbsoluteRotations.ContainsKey(userBoneName)) {
outputJointName = userBoneName;
string lastRequiredParent = FindLastRequiredParentBone(userBoneName);
if (lastRequiredParent == "root") {
jointOffset = Quaternion.Inverse(userAbsoluteRotations[userBoneName]);
} else {
// take the previous offset and multiply it by the current local when we have an extra joint
string lastRequiredParentHifiName = HUMANOID_TO_HIFI_JOINT_NAME[userBoneToHumanoidMappings[lastRequiredParent]];
Quaternion lastRequiredParentRotation = referenceAbsoluteRotations[lastRequiredParentHifiName];
jointOffset = Quaternion.Inverse(userAbsoluteRotations[userBoneName]) * lastRequiredParentRotation;
}
}
// swap from left-handed (Unity) to right-handed (HiFi) coordinates and write out joint rotation offset to fst
if (outputJointName != "") {
jointOffset = new Quaternion(-jointOffset.x, jointOffset.y, jointOffset.z, -jointOffset.w);
File.AppendAllText(exportFstPath, "jointRotationOffset = " + outputJointName + " = (" + jointOffset.x + ", " +
jointOffset.y + ", " + jointOffset.z + ", " + jointOffset.w + ")\n");
}
}
// open File Explorer to the project directory once finished
System.Diagnostics.Process.Start("explorer.exe", "/select," + exportFstPath);
}
static void SetParentNames(Transform modelBone, Dictionary<string, string> parentNames) {
for (int i = 0; i < modelBone.childCount; i++) {
SetParentNames(modelBone.GetChild(i), parentNames);
}
if (modelBone.parent != null) {
parentNames.Add(modelBone.name, modelBone.parent.name);
} else {
parentNames.Add(modelBone.name, "root");
}
}
static string FindLastRequiredParentBone(string currentBone) {
string result = currentBone;
while (result != "root" && !userBoneToHumanoidMappings.ContainsKey(result)) {
result = userParentNames[result];
}
return result;
}
}
class ExportProjectWindow : EditorWindow {
const int MIN_WIDTH = 450;
const int MIN_HEIGHT = 250;
const int BUTTON_FONT_SIZE = 16;
const int LABEL_FONT_SIZE = 16;
const int TEXT_FIELD_FONT_SIZE = 14;
const int ERROR_FONT_SIZE = 12;
string projectName = "";
string projectLocation = "";
string projectDirectory = "";
string errorLabel = "\n";
public delegate void OnCloseDelegate(string projectDirectory, string projectName);
OnCloseDelegate onCloseCallback;
public void Init(string initialPath, OnCloseDelegate closeCallback) {
minSize = new Vector2(MIN_WIDTH, MIN_HEIGHT);
titleContent.text = "Export New Avatar";
projectLocation = initialPath;
onCloseCallback = closeCallback;
ShowUtility();
}
void OnGUI() {
// define UI styles for all GUI elements to be created
GUIStyle buttonStyle = new GUIStyle(GUI.skin.button);
buttonStyle.fontSize = BUTTON_FONT_SIZE;
GUIStyle labelStyle = new GUIStyle(GUI.skin.label);
labelStyle.fontSize = LABEL_FONT_SIZE;
GUIStyle textStyle = new GUIStyle(GUI.skin.textField);
textStyle.fontSize = TEXT_FIELD_FONT_SIZE;
GUIStyle errorStyle = new GUIStyle(GUI.skin.label);
errorStyle.fontSize = ERROR_FONT_SIZE;
errorStyle.normal.textColor = Color.red;
GUILayout.Space(10);
// Project name label and input text field
GUILayout.Label("Export project name:", labelStyle);
projectName = GUILayout.TextField(projectName, textStyle);
GUILayout.Space(10);
// Project location label and input text field
GUILayout.Label("Export project location:", labelStyle);
projectLocation = GUILayout.TextField(projectLocation, textStyle);
// Browse button to open folder explorer that starts at project location path and then updates project location
if (GUILayout.Button("Browse", buttonStyle)) {
string result = EditorUtility.OpenFolderPanel("Select export location", projectLocation, "");
if (result.Length > 0) { // folder selection not cancelled
projectLocation = result.Replace('/', '\\');
}
}
// Red error label text to display any issues under text fields and Browse button
GUILayout.Label(errorLabel, errorStyle);
GUILayout.Space(20);
// Export button which will verify project folder can actually be created
// before closing popup window and calling back to initiate the export
bool export = false;
if (GUILayout.Button("Export", buttonStyle)) {
export = true;
if (!CheckForErrors(true)) {
Close();
onCloseCallback(projectDirectory, projectName);
}
}
// Cancel button just closes the popup window without callback
if (GUILayout.Button("Cancel", buttonStyle)) {
Close();
}
// When either text field changes check for any errors if we didn't just check errors from clicking Export above
if (GUI.changed && !export) {
CheckForErrors(false);
}
}
bool CheckForErrors(bool exporting) {
errorLabel = "\n"; // default to no error
projectDirectory = projectLocation + "\\" + projectName + "\\";
if (projectName.Length > 0) {
// new project must have a unique folder name since the folder will be created for it
if (Directory.Exists(projectDirectory)) {
errorLabel = "A folder with the name " + projectName +
" already exists at that location.\nPlease choose a different project name or location.";
return true;
}
}
if (projectLocation.Length > 0) {
// before clicking Export we can verify that the project location at least starts with a drive
if (!Char.IsLetter(projectLocation[0]) || projectLocation.Length == 1 || projectLocation[1] != ':') {
errorLabel = "Project location is invalid. Please choose a different project location.\n";
return true;
}
}
if (exporting) {
// when exporting, project name and location must both be defined, and project location must
// be valid and accessible (we attempt to create the project folder at this time to verify this)
if (projectName.Length == 0) {
errorLabel = "Please define a project name.\n";
return true;
} else if (projectLocation.Length == 0) {
errorLabel = "Please define a project location.\n";
return true;
} else {
try {
Directory.CreateDirectory(projectDirectory);
} catch {
errorLabel = "Project location is invalid. Please choose a different project location.\n";
return true;
}
}
}
return false;
}
}