AssetBundleGraph.PrefabBuilderUtility.CreatePrefabBuilder C# (CSharp) Method

CreatePrefabBuilder() public static method

public static CreatePrefabBuilder ( NodeData node, BuildTarget target ) : IPrefabBuilder
node NodeData
target BuildTarget
return IPrefabBuilder
        public static IPrefabBuilder CreatePrefabBuilder(NodeData node, BuildTarget target)
        {
            return CreatePrefabBuilder(node, BuildTargetUtility.TargetToGroup(target));
        }

Same methods

PrefabBuilderUtility::CreatePrefabBuilder ( NodeData node, BuildTargetGroup targetGroup ) : IPrefabBuilder
PrefabBuilderUtility::CreatePrefabBuilder ( string guiName ) : IPrefabBuilder

Usage Example

Example #1
0
        public static void ValidatePrefabBuilder(
            NodeData node,
            BuildTarget target,
            IEnumerable <PerformGraph.AssetGroups> incoming,
            Action noBuilderData,
            Action failedToCreateBuilder,
            Action <string> canNotCreatePrefab,
            Action <AssetReference> canNotImportAsset
            )
        {
            if (string.IsNullOrEmpty(node.InstanceData[target]))
            {
                noBuilderData();
            }

            var builder = PrefabBuilderUtility.CreatePrefabBuilder(node, target);

            if (null == builder)
            {
                failedToCreateBuilder();
            }

            if (null != builder && null != incoming)
            {
                foreach (var ag in incoming)
                {
                    foreach (var key in ag.assetGroups.Keys)
                    {
                        var assets = ag.assetGroups[key];
                        if (assets.Any())
                        {
                            bool isAllGoodAssets = true;
                            foreach (var a in assets)
                            {
                                if (string.IsNullOrEmpty(a.importFrom))
                                {
                                    canNotImportAsset(a);
                                    isAllGoodAssets = false;
                                }
                            }
                            if (isAllGoodAssets)
                            {
                                // do not call LoadAllAssets() unless all assets have importFrom
                                List <UnityEngine.Object> allAssets = LoadAllAssets(ag.assetGroups[key]);
                                if (string.IsNullOrEmpty(builder.CanCreatePrefab(key, allAssets)))
                                {
                                    canNotCreatePrefab(key);
                                }
                                allAssets.ForEach(o => Resources.UnloadAsset(o));
                            }
                        }
                    }
                }
            }
        }
All Usage Examples Of AssetBundleGraph.PrefabBuilderUtility::CreatePrefabBuilder