public void CopyTo(UnityTexEnv dest, bool cloneTextures) { if (file != dest.file && m_Texture.instance != null) { Texture2D destTex = cloneTextures ? m_Texture.instance is Cubemap ? ((Cubemap)m_Texture.instance).Clone(dest.file) : m_Texture.instance.Clone(dest.file) : dest.file.Parser.GetTexture(m_Texture.instance.m_Name); dest.m_Texture = new PPtr<Texture2D>(destTex); } else { dest.m_Texture = new PPtr<Texture2D>(m_Texture.asset); } dest.m_Scale = m_Scale; dest.m_Offset = m_Offset; }
public void CopyTo(UnityTexEnv dest, bool cloneTextures) { if (file != dest.file && m_Texture.instance != null) { Texture2D destTex = cloneTextures ? m_Texture.instance is Cubemap ? ((Cubemap)m_Texture.instance).Clone(dest.file) : m_Texture.instance.Clone(dest.file) : dest.file.Parser.GetTexture(m_Texture.instance.m_Name); dest.m_Texture = new PPtr <Texture2D>(destTex); } else { dest.m_Texture = new PPtr <Texture2D>(m_Texture.asset); } dest.m_Scale = m_Scale; dest.m_Offset = m_Offset; }
public void CopyTo(Material dest, bool cloneTextures) { dest.m_SavedProperties.m_TexEnvs = new List <KeyValuePair <FastPropertyName, UnityTexEnv> >(m_TexEnvs.Count); foreach (var src in m_TexEnvs) { UnityTexEnv texEnv = new UnityTexEnv(dest.file); src.Value.CopyTo(texEnv, cloneTextures); dest.m_SavedProperties.m_TexEnvs.Add(new KeyValuePair <FastPropertyName, UnityTexEnv>(src.Key, texEnv)); } dest.m_SavedProperties.m_Floats = new List <KeyValuePair <FastPropertyName, float> >(m_Floats.Count); foreach (var src in m_Floats) { dest.m_SavedProperties.m_Floats.Add(src); } dest.m_SavedProperties.m_Colors = new List <KeyValuePair <FastPropertyName, Color4> >(m_Colors.Count); foreach (var src in m_Colors) { dest.m_SavedProperties.m_Colors.Add(src); } }
public void CopyTo(Material dest, bool cloneTextures) { dest.m_SavedProperties.m_TexEnvs = new List<KeyValuePair<FastPropertyName, UnityTexEnv>>(m_TexEnvs.Count); foreach (var src in m_TexEnvs) { UnityTexEnv texEnv = new UnityTexEnv(dest.file); src.Value.CopyTo(texEnv, cloneTextures); dest.m_SavedProperties.m_TexEnvs.Add(new KeyValuePair<FastPropertyName, UnityTexEnv>(src.Key, texEnv)); } dest.m_SavedProperties.m_Floats = new List<KeyValuePair<FastPropertyName, float>>(m_Floats.Count); foreach (var src in m_Floats) { dest.m_SavedProperties.m_Floats.Add(src); } dest.m_SavedProperties.m_Colors = new List<KeyValuePair<FastPropertyName, Color4>>(m_Colors.Count); foreach (var src in m_Colors) { dest.m_SavedProperties.m_Colors.Add(src); } }