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); } }
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); } }
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); } } }