override public void QueryResources() { if (unityParticleRenderer != null) { material = BundleMaterial.RegisterMaterial(unityParticleRenderer.sharedMaterial); } }
override public void QueryResources() { mesh = BundleMesh.RegisterMesh(unityMeshFilter.sharedMesh); for (int i = 0; i < unityMeshRenderer.sharedMaterials.Length; i++) { materials.Add(BundleMaterial.RegisterMaterial(unityMeshRenderer.sharedMaterials[i])); } }
public static void Reset() { BundleMesh.Reset(); BundleMaterial.Reset(); BundleTexture.Reset(); BundleShader.Reset(); BundleLightmap.Reset(); }
public static void PostProcess() { BundleTexture.PostProcess(); BundleShader.PostProcess(); BundleMaterial.PostProcess(); BundleLightmap.PostProcess(); BundleMesh.PostProcess(); }
override public void QueryResources() { mesh = BundleMesh.RegisterMesh(unityMeshRenderer.sharedMesh); mesh.bones = unityMeshRenderer.bones; mesh.rootBone = (unityMeshRenderer.rootBone == null) ? "" : unityMeshRenderer.rootBone.gameObject.name; for (int i = 0; i < unityMeshRenderer.sharedMaterials.Length; i++) { materials.Add(BundleMaterial.RegisterMaterial(unityMeshRenderer.sharedMaterials[i])); } }
public static new SceneResources GetObjectData() { var sceneData = new SceneResources(); sceneData.textures = BundleTexture.GenerateObjectList(); sceneData.lightmaps = BundleLightmap.GenerateObjectList(); sceneData.shaders = BundleShader.GenerateObjectList(); sceneData.materials = BundleMaterial.GenerateObjectList(); sceneData.meshes = BundleMesh.GenerateObjectList(); return(sceneData); }