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Assets/FbxExporters/Editor/FbxPrefabAutoUpdater.cs

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Original file line numberDiff line numberDiff line change
@@ -819,6 +819,10 @@ void ClassifyComponents(Transform newFbx, Transform prefab)
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// Already updated => skip.
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continue;
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}
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Debug.Log ("update component for: " + name + ": " + typename);
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if (i < oldN) {
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Debug.LogWarning ("oldvalue : " + oldValues [i] + ", new value: " + newValue);
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}
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Append (m_componentsToUpdate, name,
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new ComponentValue(componentTypes[typename], newValue));
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} else {
@@ -910,6 +914,7 @@ public HashSet<GameObject> ImplementUpdates(FbxPrefab prefabInstance)
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Log("{0}: created new GameObject", name);
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updatedNodes.Add(newNode);
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Debug.LogWarning ("created: " + newNode.name);
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}
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// Implement the reparenting in two phases to avoid making loops, e.g.
@@ -937,6 +942,7 @@ public HashSet<GameObject> ImplementUpdates(FbxPrefab prefabInstance)
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Log("changed {0} parent to {1}", name, parentNode.name);
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updatedNodes.Add(childNode.gameObject);
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Debug.LogWarning ("changed name: " + childNode.name);
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}
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// Destroy the old nodes. Remember that DestroyImmediate recursively
@@ -957,6 +963,7 @@ public HashSet<GameObject> ImplementUpdates(FbxPrefab prefabInstance)
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var typesToDestroy = kvp.Value;
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var prefabXfo = prefabNodes[nodeName];
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updatedNodes.Add(prefabXfo.gameObject);
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Debug.LogWarning ("destroy component: " + prefabXfo.name);
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foreach(var componentType in typesToDestroy) {
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var component = prefabXfo.GetComponent(componentType);
@@ -973,6 +980,7 @@ public HashSet<GameObject> ImplementUpdates(FbxPrefab prefabInstance)
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var fbxComponents = kvp.Value;
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var prefabXfo = prefabNodes[nodeName];
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updatedNodes.Add(prefabXfo.gameObject);
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Debug.LogWarning ("update component: " + prefabXfo.name);
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// Copy the components once so we can match them up even if there's multiple fbxComponents.
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List<Component> prefabComponents = new List<Component>(prefabXfo.GetComponents<Component>());
@@ -991,6 +999,8 @@ public HashSet<GameObject> ImplementUpdates(FbxPrefab prefabInstance)
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Log("created component {0}:{1}", nodeName, fbxComponent.t);
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}
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Debug.LogWarning ("prefab component: " + prefabComponent.GetType().Name);
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//If the prefabComponent has not been assigned yet,
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//it means that we couldn't find it, and that we tried to add it but that it seems like it already exists.
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if (!prefabComponent) {

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