public void RefreshReferenceRNames(EngineNS.UISystem.UVAnim uvAnim) { // 资源引用 ReferenceRNameList.Clear(); ReferenceRNameList.Add(uvAnim.TextureRName); ReferenceRNameList.Add(uvAnim.MaterialInstanceRName); }
public void RefreshReferenceRNames(EngineNS.Graphics.Mesh.CGfxMesh mesh) { // 刷新引用 ReferenceRNameList.Clear(); ReferenceRNameList.Add(mesh.MeshPrimitiveName); foreach (var matName in mesh.MaterialNames) { ReferenceRNameList.Add(matName); } }
public void RefreshReferenceRNames(EngineNS.Graphics.CGfxMaterialInstance matIns) { // 刷新资源引用 ReferenceRNameList.Clear(); ReferenceRNameList.Add(matIns.MaterialName); for (UInt32 i = 0; i < matIns.SRVNumber; i++) { var rName = matIns.GetSRVName(i); ReferenceRNameList.Add(rName); } }
public void RefreshReferenceRNames(EngineNS.Graphics.CGfxMaterial mat) { // 资源引用刷新 ReferenceRNameList.Clear(); foreach (var param in mat.ParamList) { switch (param.VarType) { case EngineNS.EShaderVarType.SVT_Texture: case EngineNS.EShaderVarType.SVT_Sampler: { ReferenceRNameList.Add(param.TextureRName); } break; } } }
public async System.Threading.Tasks.Task RefreshReferenceRNames(EngineNS.GamePlay.Actor.GPrefab prefab) { // 刷新资源引用 ReferenceRNameList.Clear(); HashSet <RName> refObjectHashSet = new HashSet <RName>(); await EngineNS.GamePlay.Actor.GActor.AnalysisActorRefResource(prefab, refObjectHashSet, null); foreach (var i in refObjectHashSet) { if (i.Name.EndsWith(".shadingenv")) { continue; } ReferenceRNameList.Add(i); } }