コード例 #1
0
    public void Start()
    {
        //Debug.Log( "HoudiniApiAssetAccessorExample: Start" );

        parmIndex       = 0;
        parmNames       = null;
        myAsset         = null;
        parmName        = "";
        parmSize        = 0;
        parmType        = HoudiniApiAssetAccessor.ParmType.INVALID;
        parmIntValue    = null;
        parmFloatValue  = null;
        parmStringValue = null;

        // If the game object has a HAPI_Asset component then get
        // the parameters for this asset and set the selected
        // parameter to be the asset's first parameter
        myAsset = HoudiniApiAssetAccessor.getAssetAccessor(gameObject);
        if (myAsset != null)
        {
            Debug.Log("Asset name: " + myAsset.prName);
            parmNames = myAsset.getParameters();
            setSelectedParameter();
        }
    }
コード例 #2
0
    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    // Public Methods

    // Static methods used to get HAPI_AssetAccessor(s) -------------------------------------------------------------

    public static HoudiniApiAssetAccessor[] getAllAssetAccessors()
    {
        HoudiniAsset[]            assets    = UnityEngine.Object.FindObjectsOfType(typeof(HoudiniAsset)) as HoudiniAsset[];
        HoudiniApiAssetAccessor[] accessors = new HoudiniApiAssetAccessor[assets.Length];

        for (int i = 0; i < assets.Length; i++)
        {
            accessors[i] = new HoudiniApiAssetAccessor(assets[i]);
        }

        return(accessors);
    }