/// <inheritdoc /> public override void Update(float deltaTime) { base.Update(deltaTime); // Check if need to load if (_isWaitingForLoad && _asset.IsLoaded) { _isWaitingForLoad = false; // Init properties and parameters proxy _properties.OnLoad(this); _propertiesEditor.BuildLayout(); if (_previewSource) { _previewSource.Stop(); } // Setup ClearEditedFlag(); } // Tick scene if (_previewScene) { _previewScene.Update(); } }
/// <inheritdoc /> protected override void OnAssetLoaded() { _properties.OnLoad(this); _propertiesPresenter.BuildLayout(); ClearEditedFlag(); base.OnAssetLoaded(); }
/// <inheritdoc /> public override void Update(float deltaTime) { base.Update(deltaTime); // Check if temporary material need to be updated if (_tmpMaterialIsDirty) { // Clear flag _tmpMaterialIsDirty = false; // Update RefreshTempMaterial(); } // Check if need to load surface if (_isWaitingForSurfaceLoad && _asset.IsLoaded) { // Clear flag _isWaitingForSurfaceLoad = false; // Init material properties and parameters proxy _properties.OnLoad(this); // Load surface data from the asset byte[] data = _asset.LoadSurface(true); if (data == null) { // Error Debug.LogError("Failed to load material surface data."); Close(); return; } // Load surface graph if (_surface.Load(data)) { // Error Debug.LogError("Failed to load material surface."); Close(); return; } // Setup _surface.Enabled = true; ClearEditedFlag(); } }
/// <inheritdoc /> public override void Update(float deltaTime) { base.Update(deltaTime); // Check if need to load if (_isWaitingForLoad && _asset.IsLoaded) { // Clear flag _isWaitingForLoad = false; // Init properties and parameters proxy _properties.OnLoad(this); _propertiesEditor.BuildLayout(); // Setup ClearEditedFlag(); } }