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create assetbundles directory if doesnt exist
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Editor/ZOImportZeroSim.cs

Lines changed: 11 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -71,6 +71,11 @@ private string CollisionMeshDirectory {
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get { return Path.Combine(RootExportDirectory, "collision_meshes"); }
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}
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// Asset Bundles Directory
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private string AssetBundlesDirectory {
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get => "AssetBundles";
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}
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/// <summary>
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/// The directory that is importing from.
@@ -138,6 +143,10 @@ void DoImport() {
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if (Directory.Exists(CollisionMeshDirectory) == false) {
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Directory.CreateDirectory(CollisionMeshDirectory);
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}
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if (Directory.Exists(AssetBundlesDirectory) == false) {
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Directory.CreateDirectory(AssetBundlesDirectory);
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}
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// read all components and load any assets like visual and collision meshes
@@ -197,7 +206,7 @@ void DoImport() {
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// build the asset bundle
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Debug.Log("INFO: Building asset bundles...");
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BuildPipeline.BuildAssetBundles("AssetBundles", BuildAssetBundleOptions.None, BuildTarget.StandaloneLinux64);
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BuildPipeline.BuildAssetBundles(AssetBundlesDirectory, BuildAssetBundleOptions.None, BuildTarget.StandaloneLinux64);
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ZeroSimProjectFile = null; // need to reset
@@ -305,7 +314,7 @@ static void ApplyRandomColors() {
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if (selectedGo != null) {
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MeshRenderer[] meshRenderers = selectedGo.GetComponentsInChildren<MeshRenderer>();
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foreach (MeshRenderer meshRenderer in meshRenderers) {
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meshRenderer.sharedMaterial.color = UnityEngine.Random.ColorHSV(0f, 1f, 1f, 1f, 0.85f, 1f);
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meshRenderer.sharedMaterial.color = UnityEngine.Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
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}
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}

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