public static CreateControlPoints ( SkinnedMeshRenderer skin ) : void | ||
skin | SkinnedMeshRenderer | |
리턴 | void |
public override void OnInspectorGUI() { Skin2D skin = (Skin2D)target; DrawDefaultInspector(); EditorGUILayout.Separator(); /* Moved to skeleton for multiple Skin2D * if (skin.selectedBones != null && skin.GetComponent<MeshFilter>().sharedMesh != null && GUILayout.Button("Calculate weights")) { * skin.CalculateBoneWeights(); * }*/ if (skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null && GUILayout.Button("Save as Prefab")) { skin.SaveAsPrefab(); } if (skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null && GUILayout.Button("Recalculate Bone Weights")) { skin.RecalculateBoneWeights(); } if (skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null && GUILayout.Button("Create Control Points")) { ControlPoint.CreateControlPoints(skin.GetComponent <SkinnedMeshRenderer>()); } if (skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null && GUILayout.Button("Reset Control Points")) { skin.ResetControlPointPositions(); } }
public override void OnInspectorGUI() { Skin2D skin = (Skin2D)target; DrawDefaultInspector(); EditorGUILayout.Separator(); if (skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null && GUILayout.Button("Save as Prefab")) { skin.SaveAsPrefab(); } EditorGUILayout.Separator(); if (skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null && GUILayout.Button("Recalculate Bone Weights")) { skin.RecalculateBoneWeights(); } EditorGUILayout.Separator(); if (skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null && GUILayout.Button("Create Control Points")) { ControlPoint.CreateControlPoints(skin.GetComponent <SkinnedMeshRenderer>()); } if (skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null && GUILayout.Button("Reset Control Points")) { skin.ResetControlPointPositions(); } EditorGUILayout.Separator(); if (skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null && GUILayout.Button("Generate Mesh Asset")) { #if UNITY_EDITOR ScriptableObjectUtility.CreateAsset(skin.GetComponent <SkinnedMeshRenderer>().sharedMesh); #endif } if (skin.GetComponent <SkinnedMeshRenderer>().sharedMaterial != null && GUILayout.Button("Generate Material Asset")) { #if UNITY_EDITOR Material material = new Material(skin.GetComponent <SkinnedMeshRenderer>().sharedMaterial); material.CopyPropertiesFromMaterial(skin.GetComponent <SkinnedMeshRenderer>().sharedMaterial); skin.GetComponent <SkinnedMeshRenderer>().sharedMaterial = material; AssetDatabase.CreateAsset(material, "Assets/" + material.mainTexture.name + ".mat"); #endif } }
public override void OnInspectorGUI() { Skin2D skin = (Skin2D)target; DrawDefaultInspector(); EditorGUILayout.Separator(); if (skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null && GUILayout.Button("Save as Prefab")) { skin.SaveAsPrefab(); } EditorGUILayout.Separator(); if (skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null && GUILayout.Button("Recalculate Bone Weights")) { skin.RecalculateBoneWeights(); } EditorGUILayout.Separator(); if (skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null && GUILayout.Button("Create Control Points")) { ControlPoint.CreateControlPoints(skin.GetComponent <SkinnedMeshRenderer>()); } if (skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null && GUILayout.Button("Reset Control Points")) { skin.ResetControlPointPositions(); } EditorGUILayout.Separator(); if (skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null && GUILayout.Button("Generate Mesh Asset")) { #if UNITY_EDITOR // Check if the Meshes directory exists, if not, create it. if (!Directory.Exists("Assets/Meshes")) { AssetDatabase.CreateFolder("Assets", "Meshes"); AssetDatabase.Refresh(); } ScriptableObjectUtility.CreateAsset(skin.GetComponent <SkinnedMeshRenderer>().sharedMesh, "Meshes/" + skin.gameObject.name + ".Mesh"); #endif } if (skin.GetComponent <SkinnedMeshRenderer>().sharedMaterial != null && GUILayout.Button("Generate Material Asset")) { #if UNITY_EDITOR Material material = new Material(skin.GetComponent <SkinnedMeshRenderer>().sharedMaterial); material.CopyPropertiesFromMaterial(skin.GetComponent <SkinnedMeshRenderer>().sharedMaterial); skin.GetComponent <SkinnedMeshRenderer>().sharedMaterial = material; if (!Directory.Exists("Assets/Materials")) { AssetDatabase.CreateFolder("Assets", "Materials"); AssetDatabase.Refresh(); } AssetDatabase.CreateAsset(material, "Assets/Materials/" + material.mainTexture.name + ".mat"); Debug.Log("Created material " + material.mainTexture.name + " for " + skin.gameObject.name); #endif } }