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77 lines
2.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Valve.VR.InteractionSystem
{
[ExecuteInEditMode]
public class TeleportURPHelper : MonoBehaviour
{
#if UNITY_URP && UNITY_EDITOR
void Start()
{
if (UnityEditor.PrefabUtility.IsPartOfPrefabInstance(this) == false)
return;
string teleportAssetPath = UnityEditor.PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(this);
GameObject teleportPrefab = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(teleportAssetPath);
Teleport teleport = teleportPrefab.GetComponent<Teleport>();
UnityEditor.SerializedObject serializedTeleport = new UnityEditor.SerializedObject(teleport);
serializedTeleport.Update();
bool changed = false;
changed |= FindURPVersion(serializedTeleport, "areaHighlightedMaterial");
changed |= FindURPVersion(serializedTeleport, "areaLockedMaterial");
changed |= FindURPVersion(serializedTeleport, "areaVisibleMaterial");
changed |= FindURPVersion(serializedTeleport, "pointHighlightedMaterial");
changed |= FindURPVersion(serializedTeleport, "pointLockedMaterial");
changed |= FindURPVersion(serializedTeleport, "pointVisibleMaterial");
if (changed)
{
serializedTeleport.ApplyModifiedProperties();
UnityEditor.EditorUtility.SetDirty(teleport);
}
TeleportArc arc = teleportPrefab.GetComponent<TeleportArc>();
UnityEditor.SerializedObject serializedArc = new UnityEditor.SerializedObject(arc);
serializedArc.Update();
changed = FindURPVersion(serializedArc, "material");
if (changed)
{
serializedArc.ApplyModifiedProperties();
UnityEditor.EditorUtility.SetDirty(arc);
}
}
private bool FindURPVersion(UnityEditor.SerializedObject teleportObject, string propertyName)
{
UnityEditor.SerializedProperty materialProp = teleportObject.FindProperty(propertyName);
Material original = materialProp.objectReferenceValue as Material;
if (original != null && !original.name.StartsWith("URP"))
{
string[] mats = UnityEditor.AssetDatabase.FindAssets(string.Format("URP{0} t:material", original.name));
if (mats.Length > 0)
{
string path = UnityEditor.AssetDatabase.GUIDToAssetPath(mats[0]);
materialProp.objectReferenceValue = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(path);
return true;
}
}
return false;
}
#endif
}
}