Exemple #1
1
 public void CopyTo(UnityTexEnv dest, bool cloneTextures)
 {
     if (file != dest.file && m_Texture.instance != null)
     {
         Texture2D destTex = cloneTextures
             ? m_Texture.instance is Cubemap ? ((Cubemap)m_Texture.instance).Clone(dest.file) : m_Texture.instance.Clone(dest.file)
             : dest.file.Parser.GetTexture(m_Texture.instance.m_Name);
         dest.m_Texture = new PPtr<Texture2D>(destTex);
     }
     else
     {
         dest.m_Texture = new PPtr<Texture2D>(m_Texture.asset);
     }
     dest.m_Scale = m_Scale;
     dest.m_Offset = m_Offset;
 }
Exemple #2
0
 public void CopyTo(UnityTexEnv dest, bool cloneTextures)
 {
     if (file != dest.file && m_Texture.instance != null)
     {
         Texture2D destTex = cloneTextures
                                 ? m_Texture.instance is Cubemap ? ((Cubemap)m_Texture.instance).Clone(dest.file) : m_Texture.instance.Clone(dest.file)
                                 : dest.file.Parser.GetTexture(m_Texture.instance.m_Name);
         dest.m_Texture = new PPtr <Texture2D>(destTex);
     }
     else
     {
         dest.m_Texture = new PPtr <Texture2D>(m_Texture.asset);
     }
     dest.m_Scale  = m_Scale;
     dest.m_Offset = m_Offset;
 }
Exemple #3
0
        public void CopyTo(Material dest, bool cloneTextures)
        {
            dest.m_SavedProperties.m_TexEnvs = new List <KeyValuePair <FastPropertyName, UnityTexEnv> >(m_TexEnvs.Count);
            foreach (var src in m_TexEnvs)
            {
                UnityTexEnv texEnv = new UnityTexEnv(dest.file);
                src.Value.CopyTo(texEnv, cloneTextures);
                dest.m_SavedProperties.m_TexEnvs.Add(new KeyValuePair <FastPropertyName, UnityTexEnv>(src.Key, texEnv));
            }

            dest.m_SavedProperties.m_Floats = new List <KeyValuePair <FastPropertyName, float> >(m_Floats.Count);
            foreach (var src in m_Floats)
            {
                dest.m_SavedProperties.m_Floats.Add(src);
            }

            dest.m_SavedProperties.m_Colors = new List <KeyValuePair <FastPropertyName, Color4> >(m_Colors.Count);
            foreach (var src in m_Colors)
            {
                dest.m_SavedProperties.m_Colors.Add(src);
            }
        }
Exemple #4
0
        public void CopyTo(Material dest, bool cloneTextures)
        {
            dest.m_SavedProperties.m_TexEnvs = new List<KeyValuePair<FastPropertyName, UnityTexEnv>>(m_TexEnvs.Count);
            foreach (var src in m_TexEnvs)
            {
                UnityTexEnv texEnv = new UnityTexEnv(dest.file);
                src.Value.CopyTo(texEnv, cloneTextures);
                dest.m_SavedProperties.m_TexEnvs.Add(new KeyValuePair<FastPropertyName, UnityTexEnv>(src.Key, texEnv));
            }

            dest.m_SavedProperties.m_Floats = new List<KeyValuePair<FastPropertyName, float>>(m_Floats.Count);
            foreach (var src in m_Floats)
            {
                dest.m_SavedProperties.m_Floats.Add(src);
            }

            dest.m_SavedProperties.m_Colors = new List<KeyValuePair<FastPropertyName, Color4>>(m_Colors.Count);
            foreach (var src in m_Colors)
            {
                dest.m_SavedProperties.m_Colors.Add(src);
            }
        }