static void LoadMap() { GameObject[] rootGameObjects = UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects(); foreach (GameObject currentGameObject in rootGameObjects) { if (currentGameObject != null) { Test testComponent = currentGameObject.GetComponent <Test>(); uSrcSettings settingsComponent = currentGameObject.GetComponent <uSrcSettings>(); ResourceManager resourceManagerComponent = currentGameObject.GetComponent <ResourceManager>(); if (testComponent && settingsComponent && resourceManagerComponent) { settingsComponent.Setup(); resourceManagerComponent.Setup(); testComponent.Setup(); bool sceneModified = testComponent.loadBSP(); if (sceneModified) { //AssetDatabase.SaveAssets(); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } } } } }
/*public Shader Lmap; * public Shader LmapAlpha; * public Shader Sky; * public Shader Solid;*/ void Awake() { inst = this; if (sDiffuse == null) { sDiffuse = Shader.Find("Diffuse"); } }
/*public Shader Lmap; * public Shader LmapAlpha; * public Shader Sky; * public Shader Solid;*/ void Awake() { inst = this; if (diffuseMaterial == null) { //diffuseMaterial = Shader.Find ("Diffuse"); print("diffuse material is not there, please fix"); } }
/* //public Shader sDiffuse; * public Material diffuseMaterial; * //public Shader sTransparent; * public Material transparentMaterial; * //public Shader sAlphatest; * public Material transparentCutout; * public Shader sUnlit; * public Shader sUnlitTransparent; * public Material vertexLitMaterial; * //public Shader sVertexLit; * public Shader sSelfillum; * public Shader sAdditive; * public Shader sRefract; * public Shader sWorldVertexTransition; */ /*public Shader Lmap; * public Shader LmapAlpha; * public Shader Sky; * public Shader Solid;*/ void Awake() { inst = this; if (resources == null) { resources = Resources.Load <uSrcResources>("uSrcResources"); } if (resources.diffuseMaterial == null) { //diffuseMaterial = Shader.Find ("Diffuse"); print("diffuse material is not there, please fix"); } }