public void ForceSkeleton() { forcedSlotBones = true; SkeletonTools.ForceSkeleton(RaceSMR, SlotSMR); ForceButton.gameObject.SetActive(false); #if UNITY_EDITOR if (slotAssetPath.EndsWith(".fbx", System.StringComparison.InvariantCultureIgnoreCase)) { PrefabUtility.CreatePrefab(AssetDatabase.GenerateUniqueAssetPath(slotAssetPath.Substring(0, slotAssetPath.Length - 4) + ".prefab"), SlotGO); } #endif }
private void PerformValidation() { string ValidateDescription; var validateResult = SkeletonTools.ValidateSlot(RaceSMR, SlotSMR, out ValidateDescription); resultText.text = ValidateDescription; switch (validateResult) { case SkeletonTools.ValidateResult.InvalidScale: Selection.activeObject = slotAsset; ForceButton.gameObject.SetActive(false); break; case SkeletonTools.ValidateResult.Ok: ForceButton.gameObject.SetActive(false); break; case SkeletonTools.ValidateResult.SkeletonProblem: ForceButton.gameObject.SetActive(true); break; } SetPage(2); }
public void ForceSkeleton() { forcedSlotBones = true; SkeletonTools.ForceSkeleton(RaceSMR, SlotSMR); ForceButton.gameObject.SetActive(false); }