Example #1
0
 override public void QueryResources()
 {
     mesh = BundleMesh.RegisterMesh(unityMeshFilter.sharedMesh);
     for (int i = 0; i < unityMeshRenderer.sharedMaterials.Length; i++)
     {
         materials.Add(BundleMaterial.RegisterMaterial(unityMeshRenderer.sharedMaterials[i]));
     }
 }
Example #2
0
 public static void Reset()
 {
     BundleMesh.Reset();
     BundleMaterial.Reset();
     BundleTexture.Reset();
     BundleShader.Reset();
     BundleLightmap.Reset();
 }
Example #3
0
 public static void PostProcess()
 {
     BundleTexture.PostProcess();
     BundleShader.PostProcess();
     BundleMaterial.PostProcess();
     BundleLightmap.PostProcess();
     BundleMesh.PostProcess();
 }
Example #4
0
 override public void QueryResources()
 {
     mesh          = BundleMesh.RegisterMesh(unityMeshRenderer.sharedMesh);
     mesh.bones    = unityMeshRenderer.bones;
     mesh.rootBone = (unityMeshRenderer.rootBone == null) ? "" : unityMeshRenderer.rootBone.gameObject.name;
     for (int i = 0; i < unityMeshRenderer.sharedMaterials.Length; i++)
     {
         materials.Add(BundleMaterial.RegisterMaterial(unityMeshRenderer.sharedMaterials[i]));
     }
 }
Example #5
0
        public static new SceneResources GetObjectData()
        {
            var sceneData = new SceneResources();

            sceneData.textures  = BundleTexture.GenerateObjectList();
            sceneData.lightmaps = BundleLightmap.GenerateObjectList();
            sceneData.shaders   = BundleShader.GenerateObjectList();
            sceneData.materials = BundleMaterial.GenerateObjectList();
            sceneData.meshes    = BundleMesh.GenerateObjectList();
            return(sceneData);
        }