/// <summary> /// 条件是否满足 能否导出 /// </summary> /// <returns></returns> public bool CheckCanExport() { Vector3 voxelCounts = VoxelGrid.GetVoxelCounts(); int voxelCount = (int)(voxelCounts.x * voxelCounts.y * voxelCounts.z); if (voxelCount <= 0) { return(false); } //string settingPath = string.Format("{0}/SplitArea_{1}_{2}.asset", m_Map.GetOwnerAreaPath(), m_Map.Uid, this.m_AreaUid); //EditorSplitAreaSetting setting = AssetDatabase.LoadAssetAtPath<EditorSplitAreaSetting>(settingPath); //if (setting == null) //{ // return false; //} return(true); }
public void DoUpdate(VoxelGrid owner, GameObject content) { VoxelCounts = owner.GetVoxelCounts(); VoxelCount = (int)(VoxelCounts.x * VoxelCounts.y * VoxelCounts.z); DebugUtility.Assert(VoxelCount > 0, "Voxel的数量应该大于0,是不是忘记修改Voxel的大小了", content, false); }