コード例 #1
0
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.Animator o = (UnityEngine.Animator)obj;
     o.rootPosition           = rootPosition;
     o.rootRotation           = rootRotation;
     o.applyRootMotion        = applyRootMotion;
     o.linearVelocityBlending = linearVelocityBlending;
     o.updateMode             = (UnityEngine.AnimatorUpdateMode)updateMode;
     o.stabilizeFeet          = stabilizeFeet;
     o.feetPivotActive        = feetPivotActive;
     o.speed                     = speed;
     o.cullingMode               = (UnityEngine.AnimatorCullingMode)cullingMode;
     o.recorderStartTime         = recorderStartTime;
     o.recorderStopTime          = recorderStopTime;
     o.runtimeAnimatorController = (UnityEngine.RuntimeAnimatorController)objects.Get(runtimeAnimatorController);
     o.avatar                    = (UnityEngine.Avatar)objects.Get(avatar);
     o.layersAffectMassCenter    = layersAffectMassCenter;
     o.logWarnings               = logWarnings;
     o.fireEvents                = fireEvents;
     return(o);
 }
コード例 #2
0
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.Terrain o = (UnityEngine.Terrain)obj;
     o.terrainData                 = (UnityEngine.TerrainData)objects.Get(terrainData);
     o.treeDistance                = treeDistance;
     o.treeBillboardDistance       = treeBillboardDistance;
     o.treeCrossFadeLength         = treeCrossFadeLength;
     o.treeMaximumFullLODCount     = treeMaximumFullLODCount;
     o.detailObjectDistance        = detailObjectDistance;
     o.detailObjectDensity         = detailObjectDensity;
     o.heightmapPixelError         = heightmapPixelError;
     o.heightmapMaximumLOD         = heightmapMaximumLOD;
     o.basemapDistance             = basemapDistance;
     o.lightmapIndex               = lightmapIndex;
     o.realtimeLightmapIndex       = realtimeLightmapIndex;
     o.lightmapScaleOffset         = lightmapScaleOffset;
     o.realtimeLightmapScaleOffset = realtimeLightmapScaleOffset;
     o.castShadows                 = castShadows;
     o.reflectionProbeUsage        = (UnityEngine.Rendering.ReflectionProbeUsage)reflectionProbeUsage;
     o.materialType                = (UnityEngine.Terrain.MaterialType)materialType;
     o.materialTemplate            = (UnityEngine.Material)objects.Get(materialTemplate);
     o.legacySpecular              = legacySpecular;
     o.legacyShininess             = legacyShininess;
     o.drawHeightmap               = drawHeightmap;
     o.drawTreesAndFoliage         = drawTreesAndFoliage;
     o.treeLODBiasMultiplier       = treeLODBiasMultiplier;
     o.collectDetailPatches        = collectDetailPatches;
     o.editorRenderFlags           = (UnityEngine.TerrainRenderFlags)editorRenderFlags;
     return(o);
 }
コード例 #3
0
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.Renderer o = (UnityEngine.Renderer)obj;
     o.enabled                       = enabled;
     o.shadowCastingMode             = (UnityEngine.Rendering.ShadowCastingMode)shadowCastingMode;
     o.receiveShadows                = receiveShadows;
     o.sharedMaterial                = (UnityEngine.Material)objects.Get(sharedMaterial);
     o.sharedMaterials               = Resolve <UnityEngine.Material, UnityEngine.Object>(sharedMaterials, objects);
     o.lightmapIndex                 = lightmapIndex;
     o.realtimeLightmapIndex         = realtimeLightmapIndex;
     o.lightmapScaleOffset           = lightmapScaleOffset;
     o.motionVectorGenerationMode    = (UnityEngine.MotionVectorGenerationMode)motionVectorGenerationMode;
     o.realtimeLightmapScaleOffset   = realtimeLightmapScaleOffset;
     o.lightProbeUsage               = (UnityEngine.Rendering.LightProbeUsage)lightProbeUsage;
     o.lightProbeProxyVolumeOverride = (UnityEngine.GameObject)objects.Get(lightProbeProxyVolumeOverride);
     o.probeAnchor                   = (UnityEngine.Transform)objects.Get(probeAnchor);
     o.reflectionProbeUsage          = (UnityEngine.Rendering.ReflectionProbeUsage)reflectionProbeUsage;
     o.sortingLayerName              = sortingLayerName;
     o.sortingLayerID                = sortingLayerID;
     o.sortingOrder                  = sortingOrder;
     return(o);
 }
コード例 #4
0
        public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
        {
            obj = base.WriteTo(obj, objects);
            if (obj == null)
            {
                return(null);
            }
            UnityEngine.Light o = (UnityEngine.Light)obj;
            o.type                   = (UnityEngine.LightType)type;
            o.color                  = color;
            o.colorTemperature       = colorTemperature;
            o.intensity              = intensity;
            o.bounceIntensity        = bounceIntensity;
            o.shadows                = (UnityEngine.LightShadows)shadows;
            o.shadowStrength         = shadowStrength;
            o.shadowResolution       = (UnityEngine.Rendering.LightShadowResolution)shadowResolution;
            o.shadowCustomResolution = shadowCustomResolution;
            o.shadowBias             = shadowBias;
            o.shadowNormalBias       = shadowNormalBias;
            o.shadowNearPlane        = shadowNearPlane;
            o.range                  = range;
            o.spotAngle              = spotAngle;
            o.cookieSize             = cookieSize;
            o.cookie                 = (UnityEngine.Texture)objects.Get(cookie);
            o.flare                  = (UnityEngine.Flare)objects.Get(flare);
            o.renderMode             = (UnityEngine.LightRenderMode)renderMode;
            //o.alreadyLightmapped = alreadyLightmapped;

            o.cullingMask = cullingMask;

            return(o);
        }
コード例 #5
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.Video.VideoPlayer o = (UnityEngine.Video.VideoPlayer)obj;
     o.source                    = (UnityEngine.Video.VideoSource)source;
     o.url                       = url;
     o.clip                      = (UnityEngine.Video.VideoClip)objects.Get(clip);
     o.renderMode                = (UnityEngine.Video.VideoRenderMode)renderMode;
     o.targetCamera              = (UnityEngine.Camera)objects.Get(targetCamera);
     o.targetTexture             = (UnityEngine.RenderTexture)objects.Get(targetTexture);
     o.targetMaterialRenderer    = (UnityEngine.Renderer)objects.Get(targetMaterialRenderer);
     o.targetMaterialProperty    = targetMaterialProperty;
     o.aspectRatio               = (UnityEngine.Video.VideoAspectRatio)aspectRatio;
     o.targetCameraAlpha         = targetCameraAlpha;
     o.waitForFirstFrame         = waitForFirstFrame;
     o.playOnAwake               = playOnAwake;
     o.time                      = time;
     o.frame                     = frame;
     o.playbackSpeed             = playbackSpeed;
     o.isLooping                 = isLooping;
     o.timeSource                = (UnityEngine.Video.VideoTimeSource)timeSource;
     o.skipOnDrop                = skipOnDrop;
     o.controlledAudioTrackCount = controlledAudioTrackCount;
     o.audioOutputMode           = (UnityEngine.Video.VideoAudioOutputMode)audioOutputMode;
     o.sendFrameReadyEvents      = sendFrameReadyEvents;
     return(o);
 }
コード例 #6
0
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.ReflectionProbe o = (UnityEngine.ReflectionProbe)obj;
     o.hdr                = hdr;
     o.size               = size;
     o.center             = center;
     o.nearClipPlane      = nearClipPlane;
     o.farClipPlane       = farClipPlane;
     o.shadowDistance     = shadowDistance;
     o.resolution         = resolution;
     o.cullingMask        = cullingMask;
     o.clearFlags         = (UnityEngine.Rendering.ReflectionProbeClearFlags)clearFlags;
     o.backgroundColor    = backgroundColor;
     o.intensity          = intensity;
     o.blendDistance      = blendDistance;
     o.boxProjection      = boxProjection;
     o.mode               = (UnityEngine.Rendering.ReflectionProbeMode)mode;
     o.importance         = importance;
     o.refreshMode        = (UnityEngine.Rendering.ReflectionProbeRefreshMode)refreshMode;
     o.timeSlicingMode    = (UnityEngine.Rendering.ReflectionProbeTimeSlicingMode)timeSlicingMode;
     o.bakedTexture       = (UnityEngine.Texture)objects.Get(bakedTexture);
     o.customBakedTexture = (UnityEngine.Texture)objects.Get(customBakedTexture);
     return(o);
 }
コード例 #7
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.UI.SpriteState o = (UnityEngine.UI.SpriteState)obj;
     o.highlightedSprite = (UnityEngine.Sprite)objects.Get(highlightedSprite);
     o.pressedSprite     = (UnityEngine.Sprite)objects.Get(pressedSprite);
     o.disabledSprite    = (UnityEngine.Sprite)objects.Get(disabledSprite);
     return(o);
 }
コード例 #8
0
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.UI.Navigation o = (UnityEngine.UI.Navigation)obj;
     o.mode          = mode;
     o.selectOnUp    = (UnityEngine.UI.Selectable)objects.Get(selectOnUp);
     o.selectOnDown  = (UnityEngine.UI.Selectable)objects.Get(selectOnDown);
     o.selectOnLeft  = (UnityEngine.UI.Selectable)objects.Get(selectOnLeft);
     o.selectOnRight = (UnityEngine.UI.Selectable)objects.Get(selectOnRight);
     return(o);
 }
コード例 #9
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.ParticleSystem.TriggerModule o = (UnityEngine.ParticleSystem.TriggerModule)obj;
     o.enabled     = enabled;
     o.inside      = inside;
     o.outside     = outside;
     o.enter       = enter;
     o.exit        = exit;
     o.radiusScale = radiusScale;
     if (colliders == null)
     {
         for (int i = 0; i < o.maxColliderCount; ++i)
         {
             o.SetCollider(i, null);
         }
     }
     else
     {
         for (int i = 0; i < UnityEngine.Mathf.Min(o.maxColliderCount, colliders.Length); ++i)
         {
             object col = objects.Get(colliders[i]);
             o.SetCollider(i, (UnityEngine.Component)col);
         }
     }
     return(o);
 }
コード例 #10
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.GUISkin o = (UnityEngine.GUISkin)obj;
     o.font                           = (UnityEngine.Font)objects.Get(font);
     o.box                            = Write(o.box, box, objects);
     o.label                          = Write(o.label, label, objects);
     o.textField                      = Write(o.textField, textField, objects);
     o.textArea                       = Write(o.textArea, textArea, objects);
     o.button                         = Write(o.button, button, objects);
     o.toggle                         = Write(o.toggle, toggle, objects);
     o.window                         = Write(o.window, window, objects);
     o.horizontalSlider               = Write(o.horizontalSlider, horizontalSlider, objects);
     o.horizontalSliderThumb          = Write(o.horizontalSliderThumb, horizontalSliderThumb, objects);
     o.verticalSlider                 = Write(o.verticalSlider, verticalSlider, objects);
     o.verticalSliderThumb            = Write(o.verticalSliderThumb, verticalSliderThumb, objects);
     o.horizontalScrollbar            = Write(o.horizontalScrollbar, horizontalScrollbar, objects);
     o.horizontalScrollbarThumb       = Write(o.horizontalScrollbarThumb, horizontalScrollbarThumb, objects);
     o.horizontalScrollbarLeftButton  = Write(o.horizontalScrollbarLeftButton, horizontalScrollbarLeftButton, objects);
     o.horizontalScrollbarRightButton = Write(o.horizontalScrollbarRightButton, horizontalScrollbarRightButton, objects);
     o.verticalScrollbar              = Write(o.verticalScrollbar, verticalScrollbar, objects);
     o.verticalScrollbarThumb         = Write(o.verticalScrollbarThumb, verticalScrollbarThumb, objects);
     o.verticalScrollbarUpButton      = Write(o.verticalScrollbarUpButton, verticalScrollbarUpButton, objects);
     o.verticalScrollbarDownButton    = Write(o.verticalScrollbarDownButton, verticalScrollbarDownButton, objects);
     o.scrollView                     = Write(o.scrollView, scrollView, objects);
     o.customStyles                   = Write(o.customStyles, customStyles, objects);
     return(o);
 }
コード例 #11
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.Rigidbody2D o = (UnityEngine.Rigidbody2D)obj;
     o.position                 = position;
     o.rotation                 = rotation;
     o.velocity                 = velocity;
     o.angularVelocity          = angularVelocity;
     o.useAutoMass              = useAutoMass;
     o.mass                     = mass;
     o.sharedMaterial           = (UnityEngine.PhysicsMaterial2D)objects.Get(sharedMaterial);
     o.centerOfMass             = centerOfMass;
     o.inertia                  = inertia;
     o.drag                     = drag;
     o.angularDrag              = angularDrag;
     o.gravityScale             = gravityScale;
     o.bodyType                 = (UnityEngine.RigidbodyType2D)bodyType;
     o.useFullKinematicContacts = useFullKinematicContacts;
     o.isKinematic              = isKinematic;
     o.freezeRotation           = freezeRotation;
     o.constraints              = (UnityEngine.RigidbodyConstraints2D)constraints;
     o.simulated                = simulated;
     o.interpolation            = (UnityEngine.RigidbodyInterpolation2D)interpolation;
     o.sleepMode                = (UnityEngine.RigidbodySleepMode2D)sleepMode;
     o.collisionDetectionMode   = (UnityEngine.CollisionDetectionMode2D)collisionDetectionMode;
     return(o);
 }
コード例 #12
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.SkinnedMeshRenderer o = (UnityEngine.SkinnedMeshRenderer)obj;
     o.bones      = Resolve <UnityEngine.Transform, UnityEngine.Object>(bones, objects);
     o.rootBone   = (UnityEngine.Transform)objects.Get(rootBone);
     o.quality    = (UnityEngine.SkinQuality)quality;
     o.sharedMesh = (UnityEngine.Mesh)objects.Get(sharedMesh);
     //o.updateWhenOffscreen = updateWhenOffscreen;
     o.skinnedMotionVectors = skinnedMotionVectors;
     o.localBounds          = localBounds;
     return(o);
 }
コード例 #13
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.AI.OffMeshLink o = (UnityEngine.AI.OffMeshLink)obj;
     o.activated           = activated;
     o.costOverride        = costOverride;
     o.biDirectional       = biDirectional;
     o.area                = area;
     o.autoUpdatePositions = autoUpdatePositions;
     o.startTransform      = (UnityEngine.Transform)objects.Get(startTransform);
     o.endTransform        = (UnityEngine.Transform)objects.Get(endTransform);
     return(o);
 }
コード例 #14
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.SplatPrototype o = (UnityEngine.SplatPrototype)obj;
     o.texture    = (UnityEngine.Texture2D)objects.Get(texture);
     o.normalMap  = (UnityEngine.Texture2D)objects.Get(normalMap);
     o.tileSize   = tileSize;
     o.tileOffset = tileOffset;
     o.specular   = specular;
     o.metallic   = metallic;
     o.smoothness = smoothness;
     return(o);
 }
コード例 #15
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.MeshFilter o = (UnityEngine.MeshFilter)obj;
     o.sharedMesh = (UnityEngine.Mesh)objects.Get(sharedMesh);
     return(o);
 }
コード例 #16
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.MeshRenderer o = (UnityEngine.MeshRenderer)obj;
     o.additionalVertexStreams = (UnityEngine.Mesh)objects.Get(additionalVertexStreams);
     return(o);
 }
コード例 #17
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ファイル: PersistentSkybox.cs プロジェクト: KanaHayama/3D-FFD
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.Skybox o = (UnityEngine.Skybox)obj;
     o.material = (UnityEngine.Material)objects.Get(material);
     return(o);
 }
コード例 #18
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ファイル: PersistentTree.cs プロジェクト: KanaHayama/3D-FFD
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.Tree o = (UnityEngine.Tree)obj;
     o.data = (UnityEngine.ScriptableObject)objects.Get(data);
     return(o);
 }
コード例 #19
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.TerrainCollider o = (UnityEngine.TerrainCollider)obj;
     o.terrainData = (UnityEngine.TerrainData)objects.Get(terrainData);
     return(o);
 }
コード例 #20
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.BillboardRenderer o = (UnityEngine.BillboardRenderer)obj;
     o.billboard = (UnityEngine.BillboardAsset)objects.Get(billboard);
     return(o);
 }
コード例 #21
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ファイル: PersistentImage.cs プロジェクト: KanaHayama/3D-FFD
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.UI.Image o = (UnityEngine.UI.Image)obj;
     o.sprite         = (UnityEngine.Sprite)objects.Get(sprite);
     o.overrideSprite = (UnityEngine.Sprite)objects.Get(overrideSprite);
     o.type           = (UnityEngine.UI.Image.Type)type;
     o.preserveAspect = preserveAspect;
     o.fillCenter     = fillCenter;
     o.fillMethod     = (UnityEngine.UI.Image.FillMethod)fillMethod;
     o.fillAmount     = fillAmount;
     o.fillClockwise  = fillClockwise;
     o.fillOrigin     = fillOrigin;
     o.alphaHitTestMinimumThreshold = alphaHitTestMinimumThreshold;
     return(o);
 }
コード例 #22
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.AnimatorOverrideController o = (UnityEngine.AnimatorOverrideController)obj;
     o.runtimeAnimatorController = (UnityEngine.RuntimeAnimatorController)objects.Get(runtimeAnimatorController);
     return(o);
 }
コード例 #23
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.UI.RawImage o = (UnityEngine.UI.RawImage)obj;
     o.texture = (UnityEngine.Texture)objects.Get(texture);
     o.uvRect  = uvRect;
     return(o);
 }
コード例 #24
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.UI.Toggle o = (UnityEngine.UI.Toggle)obj;
     o.group = (UnityEngine.UI.ToggleGroup)objects.Get(group);
     o.isOn  = isOn;
     return(o);
 }
コード例 #25
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.TreePrototype o = (UnityEngine.TreePrototype)obj;
     o.prefab     = (UnityEngine.GameObject)objects.Get(prefab);
     o.bendFactor = bendFactor;
     return(o);
 }
コード例 #26
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.Audio.AudioMixer o = (UnityEngine.Audio.AudioMixer)obj;
     o.outputAudioMixerGroup = (UnityEngine.Audio.AudioMixerGroup)objects.Get(outputAudioMixerGroup);
     o.updateMode            = (UnityEngine.Audio.AudioMixerUpdateMode)updateMode;
     return(o);
 }
コード例 #27
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.UI.Dropdown.OptionData o = (UnityEngine.UI.Dropdown.OptionData)obj;
     o.text  = text;
     o.image = (UnityEngine.Sprite)objects.Get(image);
     return(o);
 }
コード例 #28
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        public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
        {
            obj = base.WriteTo(obj, objects);
            if (obj == null)
            {
                return(null);
            }
            UnityEngine.GUIStyleState o = (UnityEngine.GUIStyleState)obj;
            o.background = (UnityEngine.Texture2D)objects.Get(background);

            o.textColor = textColor;
            return(o);
        }
コード例 #29
0
ファイル: PersistentFont.cs プロジェクト: KanaHayama/3D-FFD
 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.Font o = (UnityEngine.Font)obj;
     o.material      = (UnityEngine.Material)objects.Get(material);
     o.fontNames     = fontNames;
     o.characterInfo = characterInfo;
     return(o);
 }
コード例 #30
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 public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects)
 {
     obj = base.WriteTo(obj, objects);
     if (obj == null)
     {
         return(null);
     }
     UnityEngine.DetailPrototype o = (UnityEngine.DetailPrototype)obj;
     o.prototype        = (UnityEngine.GameObject)objects.Get(prototype);
     o.prototypeTexture = (UnityEngine.Texture2D)objects.Get(prototypeTexture);
     o.minWidth         = minWidth;
     o.maxWidth         = maxWidth;
     o.minHeight        = minHeight;
     o.maxHeight        = maxHeight;
     o.noiseSpread      = noiseSpread;
     o.bendFactor       = bendFactor;
     o.healthyColor     = healthyColor;
     o.dryColor         = dryColor;
     o.renderMode       = (UnityEngine.DetailRenderMode)renderMode;
     o.usePrototypeMesh = usePrototypeMesh;
     return(o);
 }