static void CreateAsset() { MeshCompiler item = EditorUtil.CreateAsset <MeshCompiler>(NMBEditorUtil.AssetLabel); EditorUtility.FocusProjectWindow(); Selection.activeObject = item; }
/// <summary> /// Controls behavior of the inspector. /// </summary> public override void OnInspectorGUI() { MeshCompiler targ = (MeshCompiler)target; EditorGUILayout.Separator(); GUILayout.Label("Priority: " + targ.Priority); EditorGUILayout.Separator(); EditorGUIUtility.LookLikeControls(120); targ.colocationOption = (MeshColocationOption) EditorGUILayout.EnumPopup("Colocation priority", targ.colocationOption); EditorGUILayout.Separator(); string msg = "Input Build Processor\n\n" + "Loads and compiles the " + typeof(MeshFilter).Name + " components in the scene."; if (targ.colocationOption == MeshColocationOption.Collider) { msg += "\n\nIf a supported collider is colocated with the mesh, then the collider" + " will be compiled instead of the mesh. Supported colliders include:" + " SphereCollider, BoxCollider, and MeshCollider."; } GUILayout.Box(msg, EditorUtil.HelpStyle, GUILayout.ExpandWidth(true)); EditorGUILayout.Separator(); if (GUI.changed) { EditorUtility.SetDirty(targ); } }
public void UpdateAll() { MeshCompiler.Compile(model, mesh); }