/// @endcond // Loads the material mapper asset; creates one if not found. private void LoadOrCreateMaterialMapper() { var scriptPath = AssetDatabase.GetAssetPath(MonoScript.FromScriptableObject(this)); var rootFolder = scriptPath.Substring(0, scriptPath.LastIndexOf("ResonanceAudio/")); var materialMapperAssetPath = rootFolder + materialMapperRelativeAssetPath; materialMapper = AssetDatabase.LoadAssetAtPath <ResonanceAudioMaterialMapper>( materialMapperAssetPath); if (materialMapper == null) { materialMapper = ScriptableObject.CreateInstance <ResonanceAudioMaterialMapper>(); AssetDatabase.CreateAsset(materialMapper, materialMapperAssetPath); AssetDatabase.Refresh(); AssetDatabase.SaveAssets(); } serializedMaterialMapper = new UnityEditor.SerializedObject(materialMapper); reverbLayerMask = serializedMaterialMapper.FindProperty("reverbLayerMask"); includeNonStaticGameObjects = serializedMaterialMapper.FindProperty("includeNonStaticGameObjects"); materialMap = serializedMaterialMapper.FindProperty("materialMap"); materialMapper.Initialize(); RefreshMaterialMapper(); UpdateShader(); }
/// @endcond // Loads the material mapper asset; creates one if not found. private void LoadOrCreateMaterialMapper() { materialMapper = AssetDatabase.LoadAssetAtPath <ResonanceAudioMaterialMapper>( materialMapperAssetPath); if (materialMapper == null) { materialMapper = ScriptableObject.CreateInstance <ResonanceAudioMaterialMapper>(); AssetDatabase.CreateAsset(materialMapper, materialMapperAssetPath); AssetDatabase.SaveAssets(); } serializedMaterialMapper = new UnityEditor.SerializedObject(materialMapper); }
/// @endcond // Loads the material mapper asset; creates one if not found. private void LoadOrCreateMaterialMapper() { materialMapper = AssetDatabase.LoadAssetAtPath <ResonanceAudioMaterialMapper>( materialMapperAssetPath); if (materialMapper == null) { materialMapper = ScriptableObject.CreateInstance <ResonanceAudioMaterialMapper>(); AssetDatabase.CreateAsset(materialMapper, materialMapperAssetPath); AssetDatabase.SaveAssets(); } serializedMaterialMapper = new UnityEditor.SerializedObject(materialMapper); reverbLayerMask = serializedMaterialMapper.FindProperty("reverbLayerMask"); includeNonStaticGameObjects = serializedMaterialMapper.FindProperty("includeNonStaticGameObjects"); materialMap = serializedMaterialMapper.FindProperty("materialMap"); materialMapper.Initialize(); RefreshMaterialMapper(); UpdateShader(); }