// We use the user data to save a string that represent the referenced lit material
        // so we can keep reference during serialization
        public static void InitializeMaterialLayers(Material material, ref Material[] layers)
        {
            AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID()));

            if (materialImporter.userData != string.Empty)
            {
                SerializeableGUIDs layersGUID = JsonUtility.FromJson <SerializeableGUIDs>(materialImporter.userData);
                if (layersGUID.GUIDArray.Length > 0)
                {
                    layers = new Material[layersGUID.GUIDArray.Length];
                    for (int i = 0; i < layersGUID.GUIDArray.Length; ++i)
                    {
                        layers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material;
                    }
                }
            }
        }
Пример #2
0
 public static void InitializeMaterialLayers(AssetImporter materialImporter, ref Material[] layers, ref bool[] withUV)
 {
     if (materialImporter.userData != string.Empty)
     {
         SerializeableGUIDs layersGUID = JsonUtility.FromJson <SerializeableGUIDs>(materialImporter.userData);
         if (layersGUID.GUIDArray.Length > 0)
         {
             layers = new Material[layersGUID.GUIDArray.Length];
             for (int i = 0; i < layersGUID.GUIDArray.Length; ++i)
             {
                 layers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material;
             }
         }
         if (layersGUID.withUV != null && layersGUID.withUV.Length > 0)
         {
             withUV = new bool[layersGUID.withUV.Length];
             for (int i = 0; i < layersGUID.withUV.Length; ++i)
             {
                 withUV[i] = layersGUID.withUV[i];
             }
         }
     }
     else
     {
         if (layers != null)
         {
             for (int i = 0; i < layers.Length; ++i)
             {
                 layers[i] = null;
             }
         }
         if (withUV != null)
         {
             for (int i = 0; i < withUV.Length; ++i)
             {
                 withUV[i] = true;
             }
         }
     }
 }