private SlotDataAsset CreateSlot_Internal() { var material = slotMaterial; if (slotName == null || slotName == "") { Debug.LogError("slotName must be specified."); return(null); } if (material == null) { Debug.LogWarning("No UMAMaterial specified, you need to specify that later."); return(null); } if (slotFolder == null) { Debug.LogError("Slot folder not supplied"); return(null); } if (slotMesh == null) { Debug.LogError("Slot Mesh not supplied."); return(null); } Debug.Log("Slot Mesh: " + slotMesh.name, slotMesh.gameObject); SlotDataAsset slot = UMASlotProcessingUtil.CreateSlotData(AssetDatabase.GetAssetPath(slotFolder), GetAssetFolder(), GetAssetName(), slotMesh, material, normalReferenceMesh, RootBone); return(slot); }
private SlotDataAsset CreateSlot_Internal() { var material = slotMaterial; if (slotName == null || slotName == "") { Debug.LogError("slotName must be specified."); return(null); } if (material == null) { Debug.LogWarning("No UMAMaterial specified, you need to specify that later."); return(null); } if (slotFolder == null) { Debug.LogError("Slot folder not supplied"); return(null); } if (slotMesh == null) { Debug.LogError("Slot Mesh not supplied."); return(null); } List <string> KeepList = new List <string>(); foreach (BoneName b in KeepBones) { KeepList.Add(b.strValue); } SlotDataAsset slot = UMASlotProcessingUtil.CreateSlotData(AssetDatabase.GetAssetPath(slotFolder), GetAssetFolder(), GetAssetName(), GetSlotName(slotMesh), nameAfterMaterial, slotMesh, material, normalReferenceMesh, KeepList, RootBone, binarySerialization); slot.tags = Tags.ToArray(); return(slot); }