void LoadModel() { string file_path = AssetDatabase.GetAssetPath(pmdFile); MMD.ModelAgent model_agent = new MMD.ModelAgent(file_path); model_agent.CreatePrefab(shader_type, rigidFlag, use_mecanim, use_ik, scale, is_pmx_base_import); //读完信息 var window = LoadedWindow.Init(); window.Text = string.Format( "----- model name -----\n{0}\n\n----- comment -----\n{1}", model_agent.name, model_agent.comment ); window.Show(); }
/// <summary> /// Inspector上のGUI描画処理を行います /// </summary> public override void OnInspectorGUI() { // GUIの有効化 GUI.enabled = !EditorApplication.isPlaying; // GUI描画 pmd_config.OnGUIFunction(); // Convertボタン EditorGUILayout.Space(); if (message.Length != 0) { GUILayout.Label(message); } else { if (GUILayout.Button("Convert to Prefab")) { if (null == model_agent) { var obj = (PMDScriptableObject)target; model_agent = new ModelAgent(obj.assetPath); } model_agent.CreatePrefab(pmd_config.shader_type , pmd_config.rigidFlag , pmd_config.animation_type , pmd_config.use_ik , pmd_config.scale , pmd_config.is_pmx_base_import ); message = "Loading done."; } } GUILayout.Space(40); // モデル情報 if (model_agent == null) { return; } EditorGUILayout.LabelField("Model Name"); EditorGUILayout.LabelField(model_agent.name, EditorStyles.textField); EditorGUILayout.Space(); EditorGUILayout.LabelField("Comment"); EditorGUILayout.LabelField(model_agent.comment, EditorStyles.textField, GUILayout.Height(300)); }
void LoadModel() { string file_path = AssetDatabase.GetAssetPath(pmdFile); MMD.ModelAgent model_agent = new MMD.ModelAgent(file_path); model_agent.CreatePrefab(shader_type, rigidFlag, use_mecanim, use_ik, scale, is_pmx_base_import); // 読み込み完了メッセージ var window = LoadedWindow.Init(); window.Text = string.Format( "----- model name -----\n{0}\n\n----- comment -----\n{1}", model_agent.name, model_agent.comment ); window.Show(); }
void LoadModel() { string file_path = AssetDatabase.GetAssetPath(pmdFile); MMD.ModelAgent model_agent = new MMD.ModelAgent(file_path); model_agent.CreatePrefab(pmd_config.shader_type , pmd_config.rigidFlag , pmd_config.animation_type , pmd_config.use_ik , pmd_config.scale , pmd_config.is_pmx_base_import ); // 読み込み完了メッセージ var window = LoadedWindow.Init(); window.Text = string.Format( "----- model name -----\n{0}\n\n----- comment -----\n{1}", model_agent.name, model_agent.comment ); window.Show(); }
/// <summary> /// 在Inspector上进行GUI的绘制处理 /// </summary> public override void OnInspectorGUI() { setup(); GUI.enabled = !EditorApplication.isPlaying;// 激活GUI shader_type = (PMDConverter.ShaderType)EditorGUILayout.EnumPopup("Shader Type", shader_type);// 着色器类型 rigidFlag = EditorGUILayout.Toggle("Rigidbody", rigidFlag); // 是否加入刚体 GUI.enabled = false;// 是否使用Mecanim use_mecanim = EditorGUILayout.Toggle("Use Mecanim", false); GUI.enabled = !EditorApplication.isPlaying; use_ik = EditorGUILayout.Toggle("Use IK", use_ik);// 是否使用IK scale = EditorGUILayout.Slider("Scale", scale, 0.001f, 1.0f); // 缩放 EditorGUILayout.BeginHorizontal(); { EditorGUILayout.PrefixLabel(" "); if (GUILayout.Button("0.085", EditorStyles.miniButtonLeft)) { scale = 0.085f; } if (GUILayout.Button("1.0", EditorStyles.miniButtonRight)) { scale = 1.0f; } } EditorGUILayout.EndHorizontal(); is_pmx_base_import = EditorGUILayout.Toggle("Use PMX Base Import", is_pmx_base_import); // 是否使用PMX Base进行导入 EditorGUILayout.Space(); // Convert按钮 if (message.Length != 0) { GUILayout.Label(message); } else { if (GUILayout.Button("Convert to Prefab")) { if (null == model_agent) { var obj = (PMDScriptableObject)target; model_agent = new ModelAgent(obj.assetPath); } model_agent.CreatePrefab(shader_type, rigidFlag, use_mecanim, use_ik, scale, is_pmx_base_import); message = "Loading done."; } } GUILayout.Space(40); if (model_agent == null) { return; // info of model } EditorGUILayout.LabelField("Model Name"); GUI.enabled = false; EditorGUILayout.TextArea(model_agent.name); GUI.enabled = true; EditorGUILayout.Space(); EditorGUILayout.LabelField("Comment"); GUI.enabled = false; EditorGUILayout.TextArea(model_agent.comment, GUILayout.Height(300)); GUI.enabled = true; }
/// <summary> /// Inspector上のGUI描画処理を行います /// </summary> public override void OnInspectorGUI() { setup(); // GUIの有効化 GUI.enabled = !EditorApplication.isPlaying; // シェーダの種類 shader_type = (PMDConverter.ShaderType)EditorGUILayout.EnumPopup("Shader Type", shader_type); // 剛体を入れるかどうか rigidFlag = EditorGUILayout.Toggle("Rigidbody", rigidFlag); // Mecanimを使うかどうか #if UNITY_4_2 use_mecanim = EditorGUILayout.Toggle("Use Mecanim", use_mecanim); #else //UNITY_4_2 GUI.enabled = false; use_mecanim = EditorGUILayout.Toggle("Use Mecanim", false); GUI.enabled = !EditorApplication.isPlaying; #endif //UNITY_4_2 // IKを使うかどうか use_ik = EditorGUILayout.Toggle("Use IK", use_ik); // スケール scale = EditorGUILayout.Slider("Scale", scale, 0.001f, 1.0f); EditorGUILayout.BeginHorizontal(); { EditorGUILayout.PrefixLabel(" "); if (GUILayout.Button("0.085", EditorStyles.miniButtonLeft)) { scale = 0.085f; } if (GUILayout.Button("1.0", EditorStyles.miniButtonRight)) { scale = 1.0f; } } EditorGUILayout.EndHorizontal(); // PMX Baseでインポートするかどうか is_pmx_base_import = EditorGUILayout.Toggle("Use PMX Base Import", is_pmx_base_import); // Convertボタン EditorGUILayout.Space(); if (message.Length != 0) { GUILayout.Label(message); } else { if (GUILayout.Button("Convert to Prefab")) { if (null == model_agent) { var obj = (PMDScriptableObject)target; model_agent = new ModelAgent(obj.assetPath); } model_agent.CreatePrefab(shader_type, rigidFlag, use_mecanim, use_ik, scale, is_pmx_base_import); message = "Loading done."; } } GUILayout.Space(40); // モデル情報 if (model_agent == null) { return; } EditorGUILayout.LabelField("Model Name"); GUI.enabled = false; EditorGUILayout.TextArea(model_agent.name); GUI.enabled = true; EditorGUILayout.Space(); EditorGUILayout.LabelField("Comment"); GUI.enabled = false; EditorGUILayout.TextArea(model_agent.comment, GUILayout.Height(300)); GUI.enabled = true; }