Example #1
0
    void Generate()
    {
        var mats = typeof(PowderSim.MaterialID).GetEnumNames().Select(enum_name =>
                                                                      Materials.FirstOrDefault(m => m.EnumName == enum_name) ?? new MaterialInfo {
            EnumName = enum_name, Texture = DefaultTexture
        }
                                                                      ).ToArray();

        var Textures = new List <Texture2D>();

        foreach (var mat in mats)
        {
            mat.TextureIndex = -1;

            if (mat.Texture != null)
            {
                mat.TextureIndex = Textures.IndexOf(mat.Texture);
                if (mat.TextureIndex < 0)
                {
                    mat.TextureIndex = Textures.Count;
                    Textures.Add(mat.Texture);
                }
            }
        }

        Sim.MaterialTexArray = TextureArrayCreator.CreateTextureArray(Textures.ToArray(), "MaterialsTexArray");
        Sim.ShadingTexArray  = TextureArrayCreator.CreateTextureArray(ShadingTextures.ToArray(), "ShadingTexArray");

        Sim.MaterialTextureIndecies = mats.Select(x => (float)x.TextureIndex).ToArray();
        Sim.MaterialShadingModes    = mats.Select(x => (float)x.ShadingMode).ToArray();

        AssetDatabase.CreateAsset(Sim.MaterialTexArray, "Assets/MaterialsTexArray.asset");
        AssetDatabase.CreateAsset(Sim.ShadingTexArray, "Assets/ShadingTexArray.asset");
    }
Example #2
0
    static void Init()
    {
        TextureArrayCreator window = (TextureArrayCreator)EditorWindow.GetWindow(typeof(TextureArrayCreator));

        window.Show();
    }