private void GenerateUVMap(GeneratedRect targetRect) { UVBitmapGenerator generator = new UVBitmapGenerator(); output = generator.StoreUVMap(targetRect.Uvs, targetRect.UvSize); AssetDatabase.Refresh(); }
private void CreateCuboid() { AbstractCuboidMeshGenerator meshGenerator; if (forceVerticalMap) { meshGenerator = new VerticalCuboidMeshGenerator(x, y, z); } else { meshGenerator = AbstractCuboidMeshGenerator.ConstructOptimalGenerator(x, y, z); } meshGenerator.CreateCuboid(); meshGenerator.CreateNewObject(); meshGenerator.SetParent(Selection.activeTransform); List <Vector2> uvs = meshGenerator.GetUVs(); if (Selection.activeTransform == null) { output = SUCCESS_MESSAGE + ROOT_NAME + DOT_SPACE; } else { output = SUCCESS_MESSAGE + Selection.activeTransform.gameObject.name + DOT_SPACE; } if (generateUVMap) { UVBitmapGenerator generator = new UVBitmapGenerator(); output += generator.StoreUVMap(uvs, uvSize); AssetDatabase.Refresh(); } }
private void DrawInputFields() { x = EditorGUI.FloatField(new Rect(0, 120, position.width, 15), "X", x); z = EditorGUI.FloatField(new Rect(0, 140, position.width, 15), "Z", z); colliderHeight = EditorGUI.FloatField(new Rect(0, 160, position.width, 15), "Collider Height", colliderHeight); generateUVMap = EditorGUI.Toggle(new Rect(0, 220, position.width, 15), "Generate UV Map", generateUVMap); uvSize = EditorGUI.IntField(new Rect(0, 240, position.width, 15), "UV size", uvSize); if (GUILayout.Button("Create Rect")) { RectMeshGenerator meshGenerator = new RectMeshGenerator(x, z, colliderHeight); meshGenerator.CreateRect(); meshGenerator.CreateNewObject(); meshGenerator.SetParent(Selection.activeTransform); List <Vector2> uvs = meshGenerator.GetUVs(); if (Selection.activeTransform == null) { output = SUCCESS_MESSAGE + ROOT_NAME + DOT_SPACE; } else { output = SUCCESS_MESSAGE + Selection.activeTransform.gameObject.name + DOT_SPACE; } if (generateUVMap) { UVBitmapGenerator generator = new UVBitmapGenerator(); output += generator.StoreUVMap(uvs, uvSize); AssetDatabase.Refresh(); } } GUILayout.Box(output); }