static void RestoreMaterial() { MaterialList = null; AutoMaterial.Update(); List <GameObject> activeGameOjbect = new List <GameObject>(UnityEditor.Selection.gameObjects); foreach (GameObject go in activeGameOjbect) { RestoreGameObject(go); } }
// Start is called before the first frame update public override void OnInspectorGUI() { AutoMaterial myTarget = (AutoMaterial)target; addintoArray(); DrawDefaultInspector(); _choiceIndex = EditorGUILayout.Popup("Material", _choiceIndex, _choice); // Update the selected choice in the underlying object myTarget.myMaterial = _choice[_choiceIndex]; if (myTarget.myMaterial == null) { myTarget.myMaterial = _choice[0]; } myTarget.matrial = GameObject.Find(myTarget.myMaterial); }
public void Set() { #if UNITY_EDITOR if (mRenderer == null) { return; } if (CurrentQueue == 0) { mRenderer.sharedMaterials = mMaterial; mDynamicMat = null; } else { if (mMaterial == null) { mDynamicMat = null; return; } mDynamicMat = AutoMaterial.GetMaterialsQueue(mMaterial, CurrentQueue); mRenderer.sharedMaterials = mDynamicMat; } #else if (CurrentQueue != 0) { Renderer r = GetComponent <Renderer>(); if (r != null) { r.sharedMaterials = AutoMaterial.GetMaterialsQueue(r.sharedMaterials, CurrentQueue); } } Object.Destroy(this); #endif }