public override void OnImportAsset(AssetImportContext ctx) { try { GameObject Parent = UnityWrangler.LoadModelObject(RayAssets.RayFile.ParseFile(ctx.assetPath), out var mats, out var textures, out var meshes); foreach (Texture2D texture in textures) { ctx.AddObjectToAsset(texture.name, texture); } foreach (Material mat in mats) { ctx.AddObjectToAsset(mat.name, mat); } foreach (UnityEngine.Mesh mesh in meshes) { ctx.AddObjectToAsset(mesh.name, mesh); } ctx.AddObjectToAsset("Model", Parent); } catch { } }
public override void OnImportAsset(AssetImportContext ctx) { RayFile Pak = RayFile.ParseFile(ctx.assetPath); Dictionary <string, string> BoneDic = UnityWrangler.ParseBoneKey(RayFile.ParseFile(Pak.Buffers[0])); Debug.Log(Pak.Header.HeaderCount); for (int i = 1; i < Pak.Header.HeaderCount; i++) { AnimationClip Current = UnityWrangler.ParseAnimation(BoneDic, RayFile.ParseFile(Pak.Buffers[i])); ctx.AddObjectToAsset(Current.name, Current); } }