private void ProcessSelectedSceneNodes() { Dictionary <string, Color32[, ]> samplers = new Dictionary <string, Color32[, ]>(); foreach (var pair in m_Samplers) { var bitmap = System.Drawing.Image.FromFile(pair.Value) as Bitmap; if (null != bitmap) { var colors = new Color32[bitmap.Width, bitmap.Height]; for (int i = 0; i < bitmap.Width; ++i) { for (int j = 0; j < bitmap.Height; ++j) { System.Drawing.Color c = bitmap.GetPixel(i, j); colors[i, j] = new Color32(c.R, c.G, c.B, c.A); } } samplers.Add(pair.Key, colors); } } foreach (GameObject obj in Selection.gameObjects) { TerrainEditUtility.Process(obj, m_DslFile, samplers, m_Caches); Debug.Log("handle " + obj.name); } EditorUtility.DisplayDialog("提示", "处理完成", "ok"); }
private void ProcessSelectedSceneNodes() { Dictionary <string, Color32[, ]> samplers = new Dictionary <string, Color32[, ]>(); foreach (var pair in m_Samplers) { var bitmap = AssetDatabase.LoadAssetAtPath <Texture2D>(pair.Value); if (null != bitmap) { var colors = new Color32[bitmap.width, bitmap.height]; for (int i = 0; i < bitmap.width; ++i) { for (int j = 0; j < bitmap.height; ++j) { Color c = bitmap.GetPixel(i, j); colors[i, j] = c; } } samplers.Add(pair.Key, colors); } } List <ObjectInfo> objects = new List <ObjectInfo>(); foreach (GameObject obj in Selection.gameObjects) { TerrainEditUtility.Process(obj, m_DslFile, samplers, m_Caches, objects); Debug.Log("handle " + obj.name); } EditorUtility.DisplayDialog("提示", "处理完成", "ok"); }