void AddObjects(string loaddir) { // StartCoroutine("NgAsset.GetTextureList()"); m_LoadDirectory = NgFile.PathSeparatorNormalize(loaddir); // m_TextureObjects = NgAsset.GetTextureList(loaddir, true, FXMakerLayout.m_nMaxTextureListCount, out m_nObjectCount); m_ObjectNodes = NgAsset.GetTextureList(loaddir, true, FXMakerLayout.m_nMaxTextureListCount, true, out m_nObjectCount); m_ObjectContents = new GUIContent[m_nObjectCount]; if (m_SelectedMaterial != null) { Texture maskTex = NgMaterial.GetMaskTexture(m_SelectedMaterial); m_nSelMainTextureIndex = -1; m_nSelMaskTextureIndex = -1; string selTexPath = AssetDatabase.GetAssetPath(m_SelectedMaterial.mainTexture); string selMaskPath = (maskTex != null ? AssetDatabase.GetAssetPath(maskTex) : null); for (int n = 0; n < m_nObjectCount; n++) { // Current Select if (m_ObjectNodes[n].m_AssetPath == selTexPath) { m_nSelMainTextureIndex = m_nObjectIndex = n; } // Current Mask Select if (m_ObjectNodes[n].m_AssetPath == selMaskPath) { m_nSelMaskTextureIndex = n; } } } BuildContents(); }