Esempio n. 1
0
 public void Apply(SerializedObject serializedObject)
 {
     this.format = (SVGAssetFormat)serializedObject.FindProperty("_format").enumValueIndex;
     this.useGradients = (SVGUseGradients)serializedObject.FindProperty("_useGradients").enumValueIndex;
     this.antialiasing = serializedObject.FindProperty("_antialiasing").boolValue;
     this.meshCompression = (SVGMeshCompression)serializedObject.FindProperty("_meshCompression").enumValueIndex;
     this.scale = serializedObject.FindProperty("_scale").floatValue;
     this.vpm = serializedObject.FindProperty("_vpm").floatValue;
     this.depthOffset = serializedObject.FindProperty("_depthOffset").floatValue;
     this.compressDepth = serializedObject.FindProperty("_compressDepth").boolValue;
     this.customPivotPoint = serializedObject.FindProperty("_customPivotPoint").boolValue;
     this.pivotPoint = serializedObject.FindProperty("_pivotPoint").vector2Value;
     this.border = serializedObject.FindProperty("_border").vector4Value;
     this.sliceMesh = serializedObject.FindProperty("_sliceMesh").boolValue;
     this.generateCollider = serializedObject.FindProperty("_generateCollider").boolValue;
     this.keepSVGFile = serializedObject.FindProperty("_keepSVGFile").boolValue;
     this.useLayers = serializedObject.FindProperty("_useLayers").boolValue;
     this.ignoreSVGCanvas = serializedObject.FindProperty("_ignoreSVGCanvas").boolValue;
     this.optimizeMesh = serializedObject.FindProperty("_optimizeMesh").boolValue;
     this.generateNormals = serializedObject.FindProperty("_generateNormals").boolValue;
     this.generateTangents = serializedObject.FindProperty("_generateTangents").boolValue;
 }
Esempio n. 2
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 public void Apply(SVGAssetSnapshot snapshot)
 {
     this.format = snapshot.format;
     this.useGradients = snapshot.useGradients;
     this.antialiasing = snapshot.antialiasing;
     this.meshCompression = snapshot.meshCompression;
     this.scale = snapshot.scale;
     this.vpm = snapshot.vpm;
     this.depthOffset = snapshot.depthOffset;
     this.compressDepth = snapshot.compressDepth;
     this.customPivotPoint = snapshot.customPivotPoint;
     this.pivotPoint = snapshot.pivotPoint;
     this.border = snapshot.border;
     this.sliceMesh = snapshot.sliceMesh;
     this.generateCollider = snapshot.generateCollider;
     this.keepSVGFile = snapshot.keepSVGFile;
     this.useLayers = snapshot.useLayers;
     this.ignoreSVGCanvas = snapshot.ignoreSVGCanvas;
     this.optimizeMesh = snapshot.optimizeMesh;
     this.generateNormals = snapshot.generateNormals;
     this.generateTangents = snapshot.generateTangents;
 }
		public void Apply(SVGAsset svgAsset)
		{
			this.format = svgAsset.format;
            this.useGradients = svgAsset.useGradients;
            this.antialiasing = svgAsset.antialiasing;
            this.antialiasingWidth = svgAsset.antialiasingWidth;
			this.meshCompression = svgAsset.meshCompression;
			this.scale = svgAsset.scale;
			this.vpm = svgAsset.vpm;
			this.depthOffset = svgAsset.depthOffset;
			this.compressDepth = svgAsset.compressDepth;
			this.customPivotPoint = svgAsset.customPivotPoint;
			this.pivotPoint = svgAsset.pivotPoint;
            this.border = svgAsset.border;
            this.sliceMesh = svgAsset.sliceMesh;
            this.generateCollider = svgAsset.generateCollider;
			this.keepSVGFile = svgAsset.keepSVGFile;
            this.ignoreSVGCanvas = svgAsset.ignoreSVGCanvas;
            this.optimizeMesh = svgAsset.optimizeMesh;
            this.generateNormals = svgAsset.generateNormals;
            this.generateTangents = svgAsset.generateTangents;
		}
Esempio n. 4
0
        internal UnityEditor.ModelImporterMeshCompression GetModelImporterMeshCompression(SVGMeshCompression meshCompression)
        {
            switch (meshCompression)
            {
            case SVGMeshCompression.Low:
                return(UnityEditor.ModelImporterMeshCompression.Low);

            case SVGMeshCompression.Medium:
                return(UnityEditor.ModelImporterMeshCompression.Medium);

            case SVGMeshCompression.High:
                return(UnityEditor.ModelImporterMeshCompression.High);
            }

            return(UnityEditor.ModelImporterMeshCompression.Off);
        }
		public void Apply(SerializedObject serializedObject)
		{
			this.format = (SVGAssetFormat)serializedObject.FindProperty("_format").enumValueIndex;
            this.useGradients = (SVGUseGradients)serializedObject.FindProperty("_useGradients").enumValueIndex;
            this.antialiasing = serializedObject.FindProperty("_antialiasing").boolValue;
            this.antialiasingWidth = serializedObject.FindProperty("_antialiasingWidth").floatValue;
			this.meshCompression = (SVGMeshCompression)serializedObject.FindProperty("_meshCompression").enumValueIndex;
			this.scale = serializedObject.FindProperty("_scale").floatValue;
			this.vpm = serializedObject.FindProperty("_vpm").floatValue;
			this.depthOffset = serializedObject.FindProperty("_depthOffset").floatValue;
			this.compressDepth = serializedObject.FindProperty("_compressDepth").boolValue;
			this.customPivotPoint = serializedObject.FindProperty("_customPivotPoint").boolValue;
			this.pivotPoint = serializedObject.FindProperty("_pivotPoint").vector2Value;
            this.border = serializedObject.FindProperty("_border").vector4Value;
            this.sliceMesh = serializedObject.FindProperty("_sliceMesh").boolValue;
            this.generateCollider = serializedObject.FindProperty("_generateCollider").boolValue;
			this.keepSVGFile = serializedObject.FindProperty("_keepSVGFile").boolValue;
            this.ignoreSVGCanvas = serializedObject.FindProperty("_ignoreSVGCanvas").boolValue;
            this.optimizeMesh = serializedObject.FindProperty("_optimizeMesh").boolValue;
            this.generateNormals = serializedObject.FindProperty("_generateNormals").boolValue;
            this.generateTangents = serializedObject.FindProperty("_generateTangents").boolValue;
		}