Exemplo n.º 1
0
        /// <summary>
        /// Applies this texture set to the input root transform, using the specified inclusions/exclusions from config.
        /// Does not update any recoloring data.  Must also call 'applyRecoloring' in order to update recoloring properties.
        /// </summary>
        /// <param name="root"></param>
        /// <param name="userColors"></param>
        public void enable(Transform root, bool isIcon = false)
        {
            bool updateMode = string.Equals(mode, "update", StringComparison.CurrentCultureIgnoreCase);

            Transform[] trs = TextureSet.findApplicableTransforms(root, meshNames, excludedMeshes);
            int         len = trs.Length;
            Renderer    render;

            Log.debug("enabling TSMD.." + root + " updateMode: " + updateMode);
            if (updateMode)
            {
                Material material;
                for (int i = 0; i < len; i++)
                {
                    render = trs[i].GetComponent <Renderer>();
                    if (render != null)
                    {
                        material = render.material;
                        apply(material, isIcon);
                        render.material = material;
                    }
                }
            }
            else//create mode - creates new materials for renders to use, applying only those properties specified in the texture set, with optional inheritance of properties from the old material
            {
                Material newMaterial  = createMaterial();//create a new material for this TSMD
                Material origMaterial = null;
                for (int i = 0; i < len; i++)
                {
                    render = trs[i].GetComponent <Renderer>();
                    if (render != null)
                    {
                        //only inherit properties a single time, from the first render/transform/material found
                        if (origMaterial == null)
                        {
                            origMaterial = render.sharedMaterial;
                            if (origMaterial != null)
                            {
                                //if there was no shared material, this will be null;
                                //TODO -- use std material ref if no shared mat exists?
                                newMaterial.name = origMaterial.name;
                                inheritProperties(newMaterial, origMaterial);
                            }
                        }
                        render.sharedMaterial = newMaterial;
                        Log.replacement("Updated material properties on transform: " + trs[i].name + "\n" + Debug.getMaterialPropertiesDebug(newMaterial));
                    }
                }
            }
        }
Exemplo n.º 2
0
        /// <summary>
        /// Applies this texture set to the input root transform, using the specified inclusions/exclusions from config.
        /// Does not update any recoloring data.  Must also call 'applyRecoloring' in order to update recoloring properties.
        /// </summary>
        /// <param name="root"></param>
        /// <param name="userColors"></param>
        public void enable(Transform root)
        {
            bool updateMode = string.Equals(mode, "update", StringComparison.CurrentCultureIgnoreCase);

            Transform[] trs = TextureSet.findApplicableTransforms(root, meshNames, excludedMeshes);
            int         len = trs.Length;
            Renderer    render;

            if (updateMode)
            {
                Material material;
                for (int i = 0; i < len; i++)
                {
                    render = trs[i].GetComponent <Renderer>();
                    if (render != null)
                    {
                        material = render.material;
                        apply(material);
                        render.material = material;
                    }
                }
            }
            else//create mode - creates new materials for renders to use, applying only those properties specified in the texture set, with optional inheritance of properties from the old material
            {
                Material newMaterial  = createMaterial();//create a new material for this TSMD
                Material origMaterial = null;
                for (int i = 0; i < len; i++)
                {
                    render = trs[i].GetComponent <Renderer>();
                    if (render != null)
                    {
                        //only inherit properties a single time, from the first render/transform/material found
                        if (origMaterial == null)
                        {
                            origMaterial = render.sharedMaterial;
                            inheritProperties(newMaterial, origMaterial);
                        }
                        render.sharedMaterial = newMaterial;
                    }
                }
            }
        }