コード例 #1
0
ファイル: CubemapWindow.cs プロジェクト: fengqk/Art
	// Track Progress
	void Update()
	{
		// Create Cubemap Manager once playing
		if(EditorApplication.isPlaying && !EditorApplication.isPaused && generationInProgress)
		{			
			manager = FindObjectOfType(typeof(Cubemapper)) as Cubemapper;
			
			if(manager != null && manager.completedTakingScreenshots)
			{
				EditorApplication.isPlaying = false;
				
				if(EditorUtility.DisplayDialog("Cubemaps generated!",
					"You can now proceed assigning your cubemaps to your objects.",
					"Yay!"))
				{
					generationInProgress = false;
					EditorApplication.isPlaying = false;
				}
			}
		}
	}
コード例 #2
0
ファイル: CubemapWindow.cs プロジェクト: fengqk/Art
	// Set's manager up for generation and goes to playmode
	void InitGeneration()
	{
        // Destroy old instances of the manager
        DestroyManager();

        // UNITY PRO - Capturing Cubemap without playmode
        if (UnityEditorInternal.InternalEditorUtility.HasPro())
        {
            CubemapHelpers.CreateCubemapWithPro(cm_resolution, TextureFormat.RGB24, cm_useLinearSpace, cm_useMipMaps, cm_mipmapBias, cm_pathCubemaps, cm_makePNG, cm_pathCubemapPNG, cm_camClearFlags, cm_camBGColor, cm_farClipPlane, cm_cullingMask, cm_smoothEdges, cm_smoothEdgeWidth);
        }
        // UNITY BASIC - Capture Cubemap Images during playmode
        else
        {
            // Create and assign instance of a new Manager
            AddManager();
            manager = FindObjectOfType(typeof(Cubemapper)) as Cubemapper;

            // Configure Manager
            manager.pathCubemaps = cm_pathCubemaps;
            manager.pathCubemapPNG = cm_pathCubemapPNG;
            manager.makePNG = cm_makePNG;
            manager.useLinearSpace = cm_useLinearSpace;
            manager.useMipMaps = cm_useMipMaps;
            manager.resolution = cm_resolution;
            manager.cullingMask = cm_cullingMask;
            manager.farClipPlane = cm_farClipPlane;
            manager.camClearFlags = cm_camClearFlags;
            manager.camBGColor = cm_camBGColor;
            manager.mipMapBias = cm_mipmapBias;
            manager.smoothEdges = cm_smoothEdges;
            manager.smoothEdgesWidth = cm_smoothEdgeWidth;
            manager.generate = true;

            // Start game and inform this window about the generation
            generationInProgress = true;
            EditorApplication.isPlaying = true;
        }
	}