Ejemplo n.º 1
0
		public void PopulateInputPreset(HEU_InputPreset inputPreset)
		{
			inputPreset._inputObjectType = _inputObjectType;

			inputPreset._inputAssetName = _inputAsset != null ? _inputAsset.name : "";

			inputPreset._inputIndex = _inputIndex;
			inputPreset._inputName = _inputName;

			inputPreset._keepWorldTransform = _keepWorldTransform;
			inputPreset._packGeometryBeforeMerging = _packGeometryBeforeMerging;

			foreach (HEU_InputObjectInfo inputObject in _inputObjects)
			{
				HEU_InputObjectPreset inputObjectPreset = new HEU_InputObjectPreset();

				inputObjectPreset._gameObjectName = inputObject._gameObject != null ? inputObject._gameObject.name : "";
				inputObjectPreset._useTransformOffset = inputObject._useTransformOffset;
				inputObjectPreset._translateOffset = inputObject._translateOffset;
				inputObjectPreset._rotateOffset = inputObject._rotateOffset;
				inputObjectPreset._scaleOffset = inputObject._scaleOffset;

				inputPreset._inputObjectPresets.Add(inputObjectPreset);
			}

		}
Ejemplo n.º 2
0
		public void PopulateInputPreset(HEU_InputPreset inputPreset)
		{
			inputPreset._inputObjectType = _inputObjectType;

			inputPreset._inputAssetName = _inputAsset != null ? _inputAsset.name : "";

			inputPreset._inputIndex = _inputIndex;
			inputPreset._inputName = _inputName;

			inputPreset._keepWorldTransform = _keepWorldTransform;
			inputPreset._packGeometryBeforeMerging = _packGeometryBeforeMerging;

			foreach (HEU_InputObjectInfo inputObject in _inputObjects)
			{
				HEU_InputObjectPreset inputObjectPreset = new HEU_InputObjectPreset();

				if (inputObject._gameObject != null)
				{
					inputObjectPreset._gameObjectName = inputObject._gameObject.name;

					// Tag whether scene or project input object
					inputObjectPreset._isSceneObject = !HEU_GeneralUtility.IsGameObjectInProject(inputObject._gameObject);
					if (!inputObjectPreset._isSceneObject)
					{
						// For inputs in project, use the project path as name
						inputObjectPreset._gameObjectName = HEU_AssetDatabase.GetAssetOrScenePath(inputObject._gameObject);
					}
				}
				else
				{
					inputObjectPreset._gameObjectName = "";
				}

				inputObjectPreset._useTransformOffset = inputObject._useTransformOffset;
				inputObjectPreset._translateOffset = inputObject._translateOffset;
				inputObjectPreset._rotateOffset = inputObject._rotateOffset;
				inputObjectPreset._scaleOffset = inputObject._scaleOffset;

				inputPreset._inputObjectPresets.Add(inputObjectPreset);
			}

		}
Ejemplo n.º 3
0
	public void PopulateInputPreset(HEU_InputPreset inputPreset)
	{
	    inputPreset._inputObjectType = _inputObjectType;

	    // Deprecated and replaced with _inputAssetPresets. Leaving it in for backwards compatibility.
	    //inputPreset._inputAssetName = _inputAsset != null ? _inputAsset.name : "";

	    inputPreset._inputIndex = _inputIndex;
	    inputPreset._inputName = _inputName;

	    inputPreset._keepWorldTransform = _keepWorldTransform;
	    inputPreset._packGeometryBeforeMerging = _packGeometryBeforeMerging;

	    foreach (HEU_InputObjectInfo inputObject in _inputObjects)
	    {
		HEU_InputObjectPreset inputObjectPreset = new HEU_InputObjectPreset();

		if (inputObject._gameObject != null)
		{
		    inputObjectPreset._gameObjectName = inputObject._gameObject.name;

		    // Tag whether scene or project input object
		    inputObjectPreset._isSceneObject = !HEU_GeneralUtility.IsGameObjectInProject(inputObject._gameObject);
		    if (!inputObjectPreset._isSceneObject)
		    {
			// For inputs in project, use the project path as name
			inputObjectPreset._gameObjectName = HEU_AssetDatabase.GetAssetOrScenePath(inputObject._gameObject);
		    }
		}
		else
		{
		    inputObjectPreset._gameObjectName = "";
		}

		inputObjectPreset._useTransformOffset = inputObject._useTransformOffset;
		inputObjectPreset._translateOffset = inputObject._translateOffset;
		inputObjectPreset._rotateOffset = inputObject._rotateOffset;
		inputObjectPreset._scaleOffset = inputObject._scaleOffset;

		inputPreset._inputObjectPresets.Add(inputObjectPreset);
	    }

	    foreach (HEU_InputHDAInfo hdaInfo in _inputAssetInfos)
	    {
		HEU_InputAssetPreset inputAssetPreset = new HEU_InputAssetPreset();

		if (hdaInfo._connectedGO != null)
		{
		    if (!HEU_GeneralUtility.IsGameObjectInProject(hdaInfo._connectedGO))
		    {
			inputAssetPreset._gameObjectName = hdaInfo._connectedGO.name;
		    }
		    else
		    {
			inputAssetPreset._gameObjectName = "";
		    }

		    inputPreset._inputAssetPresets.Add(inputAssetPreset);
		}
	    }
	}