예제 #1
0
 void OnPostprocessSprites(Texture2D tex, Sprite[] sprs)
 {
     EditorTools.getInstance().DynamicInvokeAtt(AssetImportDefine.PostSprites, tex, sprs);
 }
예제 #2
0
 void OnPreprocessModel()
 {
     EditorTools.getInstance().DynamicInvokeAtt(AssetImportDefine.PrepareModel, this.assetImporter, this.assetPath);
 }
예제 #3
0
 void OnPostprocessTexture(Texture2D texture)
 {
     EditorTools.getInstance().DynamicInvokeAtt(AssetImportDefine.PostTexture, texture);
 }
예제 #4
0
 void OnPostprocessGameObjectWithUserProperties(GameObject go, string[] propNames, System.Object[] values)
 {
     EditorTools.getInstance().DynamicInvokeAtt(AssetImportDefine.PostGameObjectProperty, go, propNames, values);
 }
예제 #5
0
 void OnPostprocessAudio(AudioClip clip)
 {
     EditorTools.getInstance().DynamicInvokeAtt(AssetImportDefine.PostAudio, clip);
 }
예제 #6
0
 void OnPostprocessSpeedTree(GameObject gameobject)
 {
     EditorTools.getInstance().DynamicInvokeAtt(AssetImportDefine.PostSpeedTree, gameobject);
 }
예제 #7
0
 void OnPostprocessAssetbundleNameChanged(string assetPath, string previousAssetBundleName, string newAssetBundleName)
 {
     EditorTools.getInstance().DynamicInvokeAtt(AssetImportDefine.PostAbNameChange, assetPath, previousAssetBundleName, newAssetBundleName);
 }
예제 #8
0
 void OnPostprocessModel(GameObject gameobject)
 {
     EditorTools.getInstance().DynamicInvokeAtt(AssetImportDefine.PostModel, gameobject);
 }
예제 #9
0
 void OnAssignMaterialModel(Material material, Renderer render)
 {
     EditorTools.getInstance().DynamicInvokeAtt(AssetImportDefine.AssignModel, material, render);
 }
예제 #10
0
 void OnPreprocessAnimation()
 {
     EditorTools.getInstance().DynamicInvokeAtt(AssetImportDefine.PrepareAnimation, this.assetImporter, this.assetPath);
 }
예제 #11
0
 void OnPreprocessSpeedTree()
 {
     EditorTools.getInstance().DynamicInvokeAtt(AssetImportDefine.PrepareTree, this.assetImporter, this.assetPath);
 }