Пример #1
0
 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player").transform;
     firstLeftHandLocalPos = leftHand.localPosition;
     normalMesh            = spriteMeshInstance.spriteMesh;
     animator = GetComponent <Animator>();
 }
Пример #2
0
            static void SayHelloFromMenuBar2()
            {
                if (Selection.assetGUIDs == null || Selection.assetGUIDs.Length == 0)
                {
                    return;
                }

                foreach (string _assetGuid in Selection.assetGUIDs)
                {
                    string _assetPath = AssetDatabase.GUIDToAssetPath(_assetGuid);
                    //Debug.Log("assetGUID:" + _assetGuid + ", assetPath" + _assetPath);

                    Anima2D.SpriteMesh _spriteMesh = AssetDatabase.LoadAssetAtPath <Anima2D.SpriteMesh>(_assetPath);    // Object で取得した際にデバッグで型を確認した。
                    if (_spriteMesh == null)
                    {
                        Debug.LogError(string.Format("SCAnima2DHelper: SCMultiSpriteMeshInstantiate.cs :LoadMainAssetAtPath failed. assetGUID = {0}, assetPath = {1}", _assetGuid, _assetPath));
                        return;
                    }
                    Object _spriteMeshInstance = Anima2D.SpriteMeshUtils.CreateSpriteMeshInstance(_spriteMesh, false);
                    if (_spriteMeshInstance == null)
                    {
                        Debug.LogError("SCAnima2DHelper: SCMultiSpriteMeshInstantiate.cs :Instantiate failed.");
                    }
                }
            }
Пример #3
0
        static private void BuildAssetBundleSpriteMesh(string atlasName)
        {
            DirectoryInfo rootDirInfo = new DirectoryInfo(Application.dataPath + "/Atlas/SpriteMesh");

            foreach (DirectoryInfo dirInfo in rootDirInfo.GetDirectories())
            {
                if (!string.IsNullOrEmpty(atlasName) && dirInfo.Name != atlasName)
                {
                    continue;
                }
                var asset = ScriptableObject.CreateInstance <App.Model.Scriptable.AvatarSpriteAsset>();
                List <Anima2D.SpriteMesh> meshs = new List <Anima2D.SpriteMesh>();
                foreach (FileInfo pngFile in dirInfo.GetFiles("*.asset", SearchOption.AllDirectories))
                {
                    string allPath = pngFile.FullName;
                    Debug.LogError("allPath = " + allPath);
                    Anima2D.SpriteMesh obj = AssetDatabase.LoadAssetAtPath <Anima2D.SpriteMesh>(allPath.Substring(allPath.IndexOf("Assets")));
                    obj.name = System.IO.Path.GetFileNameWithoutExtension(pngFile.Name);
                    meshs.Add(obj);
                }
                asset.meshs = meshs.ToArray();
                UnityEditor.AssetDatabase.CreateAsset(asset, string.Format("Assets/Editor Default Resources/ScriptableObject/{0}mesh.asset", dirInfo.Name));
                UnityEditor.AssetDatabase.Refresh();
                BuildAssetBundleMaster(dirInfo.Name + "mesh");
            }
            Debug.LogError("BuildAssetBundleSpriteMesh over ");
        }