public ModelFolderRule(ProjectImportSettings.ModelFolderRule rule)
            {
                maxVertices = rule.maxVertices;
                shouldBatch = rule.shouldBatch;

                m_MeshCompression   = rule.m_MeshCompression;
                m_IsReadable        = rule.m_IsReadable;
                optimizeMeshForGPU  = rule.optimizeMeshForGPU;
                m_ImportBlendShapes = rule.m_ImportBlendShapes;
                m_AddColliders      = rule.m_AddColliders;
                keepQuads           = rule.keepQuads;
                weldVertices        = rule.weldVertices;
                m_ImportVisibility  = rule.m_ImportVisibility;
                m_ImportCameras     = rule.m_ImportCameras;
                m_ImportLights      = rule.m_ImportLights;
                swapUVChannels      = rule.swapUVChannels;
                generateSecondaryUV = rule.generateSecondaryUV;
                normalImportMode    = rule.normalImportMode;
                tangentImportMode   = rule.tangentImportMode;

                m_AnimationType            = rule.m_AnimationType;
                m_LegacyGenerateAnimations = rule.m_LegacyGenerateAnimations;

                importAnimation        = rule.importAnimation;
                m_AnimationCompression = rule.m_AnimationCompression;
                m_OptimizeGameObjects  = rule.m_OptimizeGameObjects;

                importMaterials = rule.importMaterials;

                maxBones       = rule.maxBones;
                maxBoneWeights = rule.maxBoneWeights;
            }
 public GpuSkinTroopModelImportSetting(ProjectImportSettings.ModelFolderRule rule) : base(rule)
 {
 }
Beispiel #3
0
 public HeroModelImportSetting(ProjectImportSettings.ModelFolderRule rule) : base(rule)
 {
 }
Beispiel #4
0
 public BuildingModelImportSetting(ProjectImportSettings.ModelFolderRule rule) : base(rule)
 {
 }
 public static ProjectImportSettings.ModelFolderRule Create(ModelImporter modelImporter, ProjectImportSettings.ModelFolderRule rule)
 {
     if (modelImporter.assetPath.StartsWith(GpuSkinTroopPath))
     {
         return(new GpuSkinTroopModelImportSetting(rule));
     }
     else if (modelImporter.assetPath.StartsWith(TroopPath))
     {
         return(new TroopModelImportSetting(rule));
     }
     else if (modelImporter.assetPath.StartsWith(HeroPath))
     {
         return(new HeroModelImportSetting(rule));
     }
     else if (modelImporter.assetPath.StartsWith(BuildingPath))
     {
         return(new BuildingModelImportSetting(rule));
     }
     return(rule);
 }