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How do I use Save Assets
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File name: PhotonConverter.cs Copy
351     static int ConvertNetworkView(NetworkView[] netViews, bool isScene)
352     {
353         for (int i = netViews.Length - 1; i >= 0; i--)
354         {
355             NetworkView netView = netViews[i];
356             PhotonView view = netView.gameObject.AddComponent();
357             if (isScene)
358             {
359                 //Get scene ID
360                 string str = netView.viewID.ToString().Replace("SceneID: ", "");
361                 int firstSpace = str.IndexOf(" ");
362                 str = str.Substring(0, firstSpace);
363                 int oldViewID = int.Parse(str);
364
365                 view.viewID = oldViewID;
366                 EditorUtility.SetDirty(view);
367                 EditorUtility.SetDirty(view.gameObject);
368             }
369             view.observed = netView.observed;
370             if (netView.stateSynchronization == NetworkStateSynchronization.Unreliable)
371             {
372                 view.synchronization = ViewSynchronization.Unreliable;
373             }
374             else if (netView.stateSynchronization == NetworkStateSynchronization.ReliableDeltaCompressed)
375             {
376                 view.synchronization = ViewSynchronization.ReliableDeltaCompressed;
377             }
378             else
379             {
380                 view.synchronization = ViewSynchronization.Off;
381             }
382             DestroyImmediate(netView, true);
383         }
384         AssetDatabase.Refresh();
385         AssetDatabase.SaveAssets();
386
387         return netViews.Length;
388     }
File name: ScmlPostProcessor.cs Copy
66         static void ImportScml(string assetPath)
67         {
68             string folderPath = Path.GetDirectoryName(assetPath);
69
70             //Load the SCML as XML
71             var doc = new XmlDocument();
72             doc.Load(assetPath);
73
74             //Parse the SCML file
75             var scml = new Spriter.ScmlObject(doc);
76
77             //TODO: Verify that all files/folders exist
78             var pb = new PrefabBuilder();
79             foreach (var entity in scml.Entities)
80             {
81                 //TODO: Settings file to customize prefab location
82                 var prefabPath = Path.Combine(folderPath, entity.Name + ".prefab");
83
84                 //Change to forward slash for asset database friendliness
85                 prefabPath = prefabPath.Replace('\\', '/');
86
87                 //Either instantiate the existing prefab or create a new one
88                 GameObject go;
89                 var prefabGo = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject));
90                 if (prefabGo == null)
91                 {
92                     go = new GameObject();
93                     prefabGo = PrefabUtility.CreatePrefab(prefabPath, go, ReplacePrefabOptions.ConnectToPrefab);
94                 }
95                 else
96                 {
97                     go = GameObject.Instantiate(prefabGo) as GameObject;
98
99                     var oldAnimator = go.GetComponent();
100                     if (oldAnimator) GameObject.DestroyImmediate(oldAnimator);
101                 }
102
103                 //Build the prefab based on the supplied entity
104                 pb.MakePrefab(entity, go, folderPath);
105
106                 var animator = go.AddComponent();
107
108
109
110                 //Add animations to prefab object
111                 var anim = new AnimationBuilder();
112                 var allAnimClips = anim.BuildAnimationClips(go, entity, prefabPath);
113                 AssetDatabase.SaveAssets();
114
115                 var animatorControllerPath = Path.ChangeExtension(prefabPath, "controller");
116                 UnityEditor.Animations.AnimatorController oldController = (UnityEditor.Animations.AnimatorController)AssetDatabase.LoadAssetAtPath(animatorControllerPath, typeof (UnityEditor.Animations.AnimatorController));
117                 UnityEditor.Animations.AnimatorController controller = oldController;
118
119                 if (!oldController)
120                 {
121                     controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(animatorControllerPath);
122                     foreach (var animationClip in allAnimClips)
123                     {
124                         if (animationClip)
125                         {
126                             //UnityEditor.Animations.AnimatorController.AddAnimationClipToController(controller, animationClip);
127                         }
128                     }
129                 }
130                 UnityEditor.Animations.AnimatorController.SetAnimatorController(animator, controller);
131                 go.SetActive(true);
132                 //Update the prefab
133                 PrefabUtility.ReplacePrefab(go, prefabGo, ReplacePrefabOptions.ConnectToPrefab);
134
135                 //Add a generic avatar - because why not?
136                 //TODO: May need to eventually break this into a separate class
137                 // ie: if we want to look for a root motion node by naming convention
138                 //var avatar = AvatarBuilder.BuildGenericAvatar(go, "");
139                 //avatar.name = go.name;
140                 //AssetDatabase.AddObjectToAsset(avatar, prefabPath);
141
142                 GameObject.DestroyImmediate(go);
143
144                 AssetDatabase.SaveAssets();
145             }
146         }

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