Example #1
0
        void OnEnable()
        {
            // Debug.Log("OnEnable");
            Undo.willFlushUndoRecord   += Repaint;
            Selection.selectionChanged += Repaint;

            m_settings          = ScriptableObject.CreateInstance <GltfExportSettings>();
            m_settingsInspector = Editor.CreateEditor(m_settings);

            m_state = new MeshUtility.ExporterDialogState();
            m_state.ExportRootChanged += (root) =>
            {
                Repaint();
            };
            m_state.ExportRoot = Selection.activeObject as GameObject;
        }
        void OnEnable()
        {
            // Debug.Log("OnEnable");
            Undo.willFlushUndoRecord   += Repaint;
            Selection.selectionChanged += Repaint;

            m_tmpMeta = ScriptableObject.CreateInstance <VRMMetaObject>();

            m_settings          = ScriptableObject.CreateInstance <VRMExportSettings>();
            m_settingsInspector = Editor.CreateEditor(m_settings);

            m_meshes          = ScriptableObject.CreateInstance <VRMExportMeshes>();
            m_meshesInspector = Editor.CreateEditor(m_meshes);

            m_state = new MeshUtility.ExporterDialogState();
            m_state.ExportRootChanged += (root) =>
            {
                // update meta
                if (root == null)
                {
                    Meta = null;
                }
                else
                {
                    var meta = root.GetComponent <VRMMeta>();
                    if (meta != null)
                    {
                        Meta = meta.Meta;
                    }
                    else
                    {
                        Meta = null;
                    }

                    // default setting
                    m_settings.PoseFreeze =
                        MeshUtility.Validators.HumanoidValidator.HasRotationOrScale(root) ||
                        m_meshes.Meshes.Any(x => x.ExportBlendShapeCount > 0 && !x.HasSkinning)
                    ;
                }

                Repaint();
            };
            m_state.ExportRoot = Selection.activeObject as GameObject;
        }