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How do I use Resources
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: PhotonConverter.cs Copy
18     public static void RunConversion()
19     {
20         //Ask if user has made a backup.
21         int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22         switch (option)
23         {
24             case 0:
25                 break;
26             case 1:
27                 return;
28             case 2:
29                 PickFolderAndConvertScripts();
30                 return;
31             default:
32                 return;
33         }
34
35         //REAAAALY?
36         bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37         if (!result)
38         {
39             return;
40         }
41         Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43         //Ask to save current scene (optional)
44         EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46         EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48         //Convert NetworkViews to PhotonViews in Project prefabs
49         //Ask the user if we can move all prefabs to a resources folder
50         bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53         string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54         foreach (string prefab in prefabs)
55         {
56             EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58             Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59             int converted = 0;
60             foreach (Object obj in objs)
61             {
62                 if (obj != null && obj.GetType() == typeof(GameObject))
63                     converted += ConvertNetworkView(((GameObject)obj).GetComponents(), false);
64             }
65             if (movePrefabs && converted > 0)
66             {
67                 //This prefab needs to be under the root of a Resources folder!
68                 string path = prefab.Replace("\\", "/");
69                 int lastSlash = path.LastIndexOf("/");
70                 int resourcesIndex = path.LastIndexOf("/Resources/");
71                 if (resourcesIndex != lastSlash - 10)
72                 {
73                     if (path.Contains("/Resources/"))
74                     {
75                         Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76                     }
77                     //This prefab NEEDS to be placed under a resources folder
78                     string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79                     EnsureFolder(resourcesFolder);
80                     string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81                     string error = AssetDatabase.MoveAsset(prefab, newPath);
82                     if (error != "")
83                         Debug.LogError(error);
84                     Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85                 }
86             }
87         }
88
89         //Convert NetworkViews to PhotonViews in scenes
90         string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91         foreach (string sceneName in sceneFiles)
92         {
93             EditorApplication.OpenScene(sceneName);
94             EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96             int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97             if (converted2 > 0)
98             {
99                 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100                 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102                 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103                 EditorApplication.SaveScene(EditorApplication.currentScene);
104             }
105
106         }
107
108         //Convert C#/JS scripts (API stuff)
109         List scripts = GetScriptsInFolder("Assets");
110
111         EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112         ConvertScripts(scripts);
113
114         Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115         EditorUtility.ClearProgressBar();
116
117         EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118     }
File name: PhotonEditor.cs Copy
886     public static void ReLoadCurrentSettings()
887     {
888         // this now warns developers if there are more than one settings files in resources folders. first will be used.
889         UnityEngine.Object[] settingFiles = Resources.LoadAll(PhotonNetwork.serverSettingsAssetFile, typeof(ServerSettings));
890         if (settingFiles != null && settingFiles.Length > 0)
891         {
892             PhotonEditor.Current = (ServerSettings)settingFiles[0];
893
894             if (settingFiles.Length > 1)
895             {
896                 Debug.LogWarning(CurrentLang.MoreThanOneLabel + PhotonNetwork.serverSettingsAssetFile + CurrentLang.FilesInResourceFolderLabel + AssetDatabase.GetAssetPath(PhotonEditor.Current));
897             }
898         }
899     }
File name: PhotonGUI.cs Copy
11     {
12         get
13         {
14             if( m_DefaultTitleStyle == null )
15             {
16                 m_DefaultTitleStyle = new GUIStyle();
17                 m_DefaultTitleStyle.border = new RectOffset( 2, 2, 2, 1 );
18                 m_DefaultTitleStyle.margin = new RectOffset( 5, 5, 5, 0 );
19                 m_DefaultTitleStyle.padding = new RectOffset( 5, 5, 0, 0 );
20                 m_DefaultTitleStyle.alignment = TextAnchor.MiddleLeft;
21                 m_DefaultTitleStyle.normal.background = ReorderableListResources.texTitleBackground;
22                 m_DefaultTitleStyle.normal.textColor = EditorGUIUtility.isProSkin
23                     ? new Color( 0.8f, 0.8f, 0.8f )
24                     : new Color( 0.2f, 0.2f, 0.2f );
25             }
26
27             return m_DefaultTitleStyle;
28         }
29     }
File name: PhotonGUI.cs Copy
33     {
34         get
35         {
36             if( m_DefaultContainerStyle == null )
37             {
38                 m_DefaultContainerStyle = new GUIStyle();
39                 m_DefaultContainerStyle.border = new RectOffset( 2, 2, 1, 2 );
40                 m_DefaultContainerStyle.margin = new RectOffset( 5, 5, 5, 5 );
41                 m_DefaultContainerStyle.padding = new RectOffset( 1, 1, 2, 2 );
42                 m_DefaultContainerStyle.normal.background = ReorderableListResources.texContainerBackground;
43             }
44
45             return m_DefaultContainerStyle;
46         }
47     }
File name: PhotonGUI.cs Copy
51     {
52         get
53         {
54             if( m_DefaultAddButtonStyle == null )
55             {
56                 m_DefaultAddButtonStyle = new GUIStyle();
57                 m_DefaultAddButtonStyle.fixedWidth = 30;
58                 m_DefaultAddButtonStyle.fixedHeight = 16;
59                 m_DefaultAddButtonStyle.normal.background = ReorderableListResources.texAddButton;
60                 m_DefaultAddButtonStyle.active.background = ReorderableListResources.texAddButtonActive;
61             }
62
63             return m_DefaultAddButtonStyle;
64         }
65     }
File name: PhotonGUI.cs Copy
69     {
70         get
71         {
72             if( m_DefaultRemoveButtonStyle == null )
73             {
74                 m_DefaultRemoveButtonStyle = new GUIStyle();
75                 m_DefaultRemoveButtonStyle.fixedWidth = 30;
76                 m_DefaultRemoveButtonStyle.fixedHeight = 20;
77                 m_DefaultRemoveButtonStyle.active.background = ReorderableListResources.CreatePixelTexture( "Dark Pixel (List GUI)", new Color32( 18, 18, 18, 255 ) );
78                 m_DefaultRemoveButtonStyle.imagePosition = ImagePosition.ImageOnly;
79                 m_DefaultRemoveButtonStyle.alignment = TextAnchor.MiddleCenter;
80             }
81
82             return m_DefaultRemoveButtonStyle;
83         }
84     }
File name: PhotonGUI.cs Copy
88     {
89         get
90         {
91             if( m_DefaultContainerRowStyle == null )
92             {
93                 m_DefaultContainerRowStyle = new GUIStyle();
94                 m_DefaultContainerRowStyle.border = new RectOffset( 2, 2, 2, 2 );
95
96                 m_DefaultContainerRowStyle.margin = new RectOffset( 5, 5, 5, 5 );
97                 m_DefaultContainerRowStyle.padding = new RectOffset( 1, 1, 2, 2 );
98                 m_DefaultContainerRowStyle.normal.background = ReorderableListResources.texContainerBackground;
99             }
100
101             return m_DefaultContainerRowStyle;
102         }
103     }
File name: PhotonGUI.cs Copy
186     public static void DrawSplitter( Rect position )
187     {
188         ReorderableListResources.DrawTexture( position, ReorderableListResources.texItemSplitter );
189     }
File name: PhotonViewHandler.cs Copy
25     internal static void HierarchyChange()
26     {
27         if (Application.isPlaying)
28         {
29             //Debug.Log("HierarchyChange ignored, while running.");
30             CheckSceneForStuckHandlers = true; // done once AFTER play mode.
31             return;
32         }
33
34         if (CheckSceneForStuckHandlers)
35         {
36             CheckSceneForStuckHandlers = false;
37             PhotonNetwork.InternalCleanPhotonMonoFromSceneIfStuck();
38         }
39
40         HashSet pvInstances = new HashSet();
41         HashSet usedInstanceViewNumbers = new HashSet();
42         bool fixedSomeId = false;
43
44         //// the following code would be an option if we only checked scene objects (but we can check all PVs)
45         //PhotonView[] pvObjects = GameObject.FindSceneObjectsOfType(typeof(PhotonView)) as PhotonView[];
46         //Debug.Log("HierarchyChange. PV Count: " + pvObjects.Length);
47
48         string levelName = Application.loadedLevelName;
49         #if UNITY_EDITOR
50         levelName = System.IO.Path.GetFileNameWithoutExtension(EditorApplication.currentScene);
51         #endif
52         int minViewIdInThisScene = PunSceneSettings.MinViewIdForScene(levelName);
53         //Debug.Log("Level '" + Application.loadedLevelName + "' has a minimum ViewId of: " + minViewIdInThisScene);
54
55         PhotonView[] pvObjects = Resources.FindObjectsOfTypeAll(typeof(PhotonView)) as PhotonView[];
56
57         foreach (PhotonView view in pvObjects)
58         {
59             // first pass: fix prefabs to viewID 0 if they got a view number assigned (cause they should not have one!)
60             if (EditorUtility.IsPersistent(view.gameObject))
61             {
62                 if (view.viewID != 0 || view.prefixBackup != -1 || view.instantiationId != -1)
63                 {
64                     Debug.LogWarning("PhotonView on persistent object being fixed (id and prefix must be 0). Was: " + view);
65                     view.viewID = 0;
66                     view.prefixBackup = -1;
67                     view.instantiationId = -1;
68                     EditorUtility.SetDirty(view);
69                     fixedSomeId = true;
70                 }
71             }
72             else
73             {
74                 // keep all scene-instanced PVs for later re-check
75                 pvInstances.Add(view);
76             }
77         }
78
79         Dictionary idPerObject = new Dictionary();
80
81         // second pass: check all used-in-scene viewIDs for duplicate viewIDs (only checking anything non-prefab)
82         // scene-PVs must have user == 0 (scene/room) and a subId != 0
83         foreach (PhotonView view in pvInstances)
84         {
85             if (view.ownerId > 0)
86             {
87                 Debug.Log("Re-Setting Owner ID of: " + view);
88             }
89             view.ownerId = 0; // simply make sure no owner is set (cause room always uses 0)
90             view.prefix = -1; // TODO: prefix could be settable via inspector per scene?!
91
92             if (view.viewID != 0)
93             {
94                 if (view.viewID < minViewIdInThisScene || usedInstanceViewNumbers.Contains(view.viewID))
95                 {
96                     view.viewID = 0; // avoid duplicates and negative values by assigning 0 as (temporary) number to be fixed in next pass
97                 }
98                 else
99                 {
100                     usedInstanceViewNumbers.Add(view.viewID); // builds a list of currently used viewIDs
101
102                     int instId = 0;
103                     if (idPerObject.TryGetValue(view.gameObject, out instId))
104                     {
105                         view.instantiationId = instId;
106                     }
107                     else
108                     {
109                         view.instantiationId = view.viewID;
110                         idPerObject[view.gameObject] = view.instantiationId;
111                     }
112                 }
113             }
114
115         }
116
117         // third pass: anything that's now 0 must get a new (not yet used) ID (starting at 0)
118         int lastUsedId = (minViewIdInThisScene > 0) ? minViewIdInThisScene - 1 : 0;
119
120         foreach (PhotonView view in pvInstances)
121         {
122             if (view.viewID == 0)
123             {
124                 // Debug.LogWarning("setting scene ID: " + view.gameObject.name + " ID: " + view.subId.ID + " scene ID: " + view.GetSceneID() + " IsPersistent: " + EditorUtility.IsPersistent(view.gameObject) + " IsSceneViewIDFree: " + IsSceneViewIDFree(view.subId.ID, view));
125                 int nextViewId = PhotonViewHandler.GetID(lastUsedId, usedInstanceViewNumbers);
126
127                 view.viewID = nextViewId;
128
129                 int instId = 0;
130                 if (idPerObject.TryGetValue(view.gameObject, out instId))
131                 {
132                     Debug.Log("Set inst ID");
133                     view.instantiationId = instId;
134                 }
135                 else
136                 {
137                     view.instantiationId = view.viewID;
138                     idPerObject[view.gameObject] = nextViewId;
139                 }
140
141                 //// when using the Editor's serialization (view.subId in this case), this is not needed, it seems
142                 //PrefabUtility.RecordPrefabInstancePropertyModifications(view);
143
144                 lastUsedId = nextViewId;
145                 EditorUtility.SetDirty(view);
146                 fixedSomeId = true;
147             }
148         }
149
150
151         if (fixedSomeId)
152         {
153             //Debug.LogWarning("Some subId was adjusted."); // this log is only interesting for Exit Games
154         }
155     }
File name: PhotonViewInspector.cs Copy
258     void DrawObservedComponentsList()
259     {
260         GUILayout.Space( 5 );
261         SerializedProperty listProperty = serializedObject.FindProperty( "ObservedComponents" );
262
263         if( listProperty == null )
264         {
265             return;
266         }
267
268         float containerElementHeight = 22;
269         float containerHeight = listProperty.arraySize * containerElementHeight;
270
271         bool isOpen = PhotonGUI.ContainerHeaderFoldout( "Observed Components (" + GetObservedComponentsCount() + ")", serializedObject.FindProperty( "ObservedComponentsFoldoutOpen" ).boolValue );
272         serializedObject.FindProperty( "ObservedComponentsFoldoutOpen" ).boolValue = isOpen;
273
274         if( isOpen == false )
275         {
276             containerHeight = 0;
277         }
278
279         //Texture2D statsIcon = AssetDatabase.LoadAssetAtPath( "Assets/Photon Unity Networking/Editor/PhotonNetwork/PhotonViewStats.png", typeof( Texture2D ) ) as Texture2D;
280
281         Rect containerRect = PhotonGUI.ContainerBody( containerHeight );
282         bool wasObservedComponentsEmpty = m_Target.ObservedComponents.FindAll( item => item != null ).Count == 0;
283         if( isOpen == true )
284         {
285             for( int i = 0; i < listProperty.arraySize; ++i )
286             {
287                 Rect elementRect = new Rect( containerRect.xMin, containerRect.yMin + containerElementHeight * i, containerRect.width, containerElementHeight );
288                 {
289                     Rect texturePosition = new Rect( elementRect.xMin + 6, elementRect.yMin + elementRect.height / 2f - 1, 9, 5 );
290                     ReorderableListResources.DrawTexture( texturePosition, ReorderableListResources.texGrabHandle );
291
292                     Rect propertyPosition = new Rect( elementRect.xMin + 20, elementRect.yMin + 3, elementRect.width - 45, 16 );
293                     EditorGUI.PropertyField( propertyPosition, listProperty.GetArrayElementAtIndex( i ), new GUIContent() );
294
295                     //Debug.Log( listProperty.GetArrayElementAtIndex( i ).objectReferenceValue.GetType() );
296                     //Rect statsPosition = new Rect( propertyPosition.xMax + 7, propertyPosition.yMin, statsIcon.width, statsIcon.height );
297                     //ReorderableListResources.DrawTexture( statsPosition, statsIcon );
298
299                     Rect removeButtonRect = new Rect( elementRect.xMax - PhotonGUI.DefaultRemoveButtonStyle.fixedWidth,
300                                                         elementRect.yMin + 2,
301                                                         PhotonGUI.DefaultRemoveButtonStyle.fixedWidth,
302                                                         PhotonGUI.DefaultRemoveButtonStyle.fixedHeight );
303
304                     GUI.enabled = listProperty.arraySize > 1;
305                     if( GUI.Button( removeButtonRect, new GUIContent( ReorderableListResources.texRemoveButton ), PhotonGUI.DefaultRemoveButtonStyle ) )
306                     {
307                         listProperty.DeleteArrayElementAtIndex( i );
308                     }
309                     GUI.enabled = true;
310
311                     if( i < listProperty.arraySize - 1 )
312                     {
313                         texturePosition = new Rect( elementRect.xMin + 2, elementRect.yMax, elementRect.width - 4, 1 );
314                         PhotonGUI.DrawSplitter( texturePosition );
315                     }
316                 }
317             }
318         }
319
320         if( PhotonGUI.AddButton() )
321         {
322             listProperty.InsertArrayElementAtIndex( Mathf.Max( 0, listProperty.arraySize - 1 ) );
323         }
324
325         serializedObject.ApplyModifiedProperties();
326
327         bool isObservedComponentsEmpty = m_Target.ObservedComponents.FindAll( item => item != null ).Count == 0;
328
329         if( wasObservedComponentsEmpty == true && isObservedComponentsEmpty == false && m_Target.synchronization == ViewSynchronization.Off )
330         {
331             m_Target.synchronization = ViewSynchronization.UnreliableOnChange;
332             EditorUtility.SetDirty( m_Target );
333             serializedObject.Update();
334         }
335
336         if( wasObservedComponentsEmpty == false && isObservedComponentsEmpty == true )
337         {
338             m_Target.synchronization = ViewSynchronization.Off;
339             EditorUtility.SetDirty( m_Target );
340             serializedObject.Update();
341         }
342
343     }

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