Base class from which asset importers for specific asset types derive.

Наследование: Object
Пример #1
1
        /// <inherit/>
        public override void Apply(AssetImporter assetImporter)
        {
            ModelImporter importer = (ModelImporter)assetImporter;

            importer.globalScale = scaleFactor;
            importer.meshCompression = meshCompression;
            importer.isReadable = readWriteEnabled;
            importer.optimizeMesh = optimizeMesh;
            importer.importBlendShapes = importBlendShapes;
            importer.addCollider = generateColliders;
            importer.swapUVChannels = swapUVs;
            importer.generateSecondaryUV = generateLightmapUV;
            importer.normalImportMode = normals;
            importer.tangentImportMode = tangents;
            importer.normalSmoothingAngle = smoothingAngle;
            importer.importMaterials = importMaterials;
            if (importer.importMaterials)
            {
                importer.materialName = materialNaming;
                importer.materialSearch = materialSearch;
            }
        }
Пример #2
0
    /// <summary>
    /// 查询需打包的字体文件
    /// </summary>
    public static void SearchFileNeedBuild(string buildPath, List <string> suffix)
    {
        string[] filePaths = Directory.GetFiles(buildPath);
        for (int i = 0; i < filePaths.Length; i++)
        {
            if (filePaths[i] == buildPath)
            {
                continue;
            }
            string _filePath = filePaths[i].ToLower();
            foreach (string suf in suffix)
            {
                if (_filePath.Contains(suf))
                {
                    if (!_filePath.Contains("meta"))
                    {
                        string fileName = Path.GetFileName(_filePath);

                        int    idx     = _filePath.IndexOf("assets/");
                        string impPath = _filePath.Substring(idx);
                        UnityEditor.AssetImporter assetImporter = UnityEditor.AssetImporter.GetAtPath(impPath);
                        assetImporter.assetBundleName    = fileName;
                        assetImporter.assetBundleVariant = TCommon.ABSUFFIX;
                    }
                }
            }
        }
    }
        /// <summary>
        /// 更新bundle名
        /// </summary>
        private void QuickUpdate()
        {
            StateObjectHolder obj = target as StateObjectHolder;

            for (int i = 0; i < obj.bundleList.Count; i++)
            {
                foreach (var item in obj.bundleList[i].itemList)
                {
                    var path   = AssetDatabase.GUIDToAssetPath(item.guid);
                    var prefab = AssetDatabase.LoadAssetAtPath <GameObject>(path);
                    if (prefab == null)
                    {
                        UnityEditor.EditorUtility.DisplayDialog("空对象", item.ID + "预制体为空", "确认");
                        continue;
                    }

                    string assetPath = UnityEditor.AssetDatabase.GetAssetPath(prefab);

                    UnityEditor.AssetImporter importer = UnityEditor.AssetImporter.GetAtPath(assetPath);
                    item.assetName = prefab.name;

                    if (string.IsNullOrEmpty(item.assetName))
                    {
                        UnityEditor.EditorUtility.DisplayDialog("提示", "预制体" + item.assetName + "没有assetBundle标记", "确认");
                        return;
                    }
                    else
                    {
                        item.assetBundleName = importer.assetBundleName;
                    }
                }
            }
            EditorUtility.SetDirty(target);
        }
        private void UpdateOnLocalBundleInfo(SerializedProperty itemProp)
        {
            var guidProp       = itemProp.FindPropertyRelative("guid");
            var goodProp       = itemProp.FindPropertyRelative("good");
            var assetNameProp  = itemProp.FindPropertyRelative("panelName");
            var bundleNameProp = itemProp.FindPropertyRelative("bundleName");

            if (!goodProp.boolValue)
            {
                UnityEditor.EditorUtility.DisplayDialog("空对象", assetNameProp.stringValue + "信息错误", "确认");
            }
            else
            {
                string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guidProp.stringValue);
                var    obj       = AssetDatabase.LoadAssetAtPath <GameObject>(assetPath);

                UnityEditor.AssetImporter importer = UnityEditor.AssetImporter.GetAtPath(assetPath);
                assetNameProp.stringValue  = obj.name;
                bundleNameProp.stringValue = importer.assetBundleName;
                //if (string.IsNullOrEmpty(bundleNameProp.stringValue))
                //{
                //    UnityEditor.EditorUtility.DisplayDialog("提示", "预制体" + assetNameProp.stringValue + "没有assetBundle标记", "确认");
                //}
            }
        }
Пример #5
0
        public override void ApplySettings(UnityEditor.AssetImporter assetImporter)
        {
            AudioImporter importer = assetImporter as AudioImporter;

            if (importer == null)
            {
                return;
            }

            importer.forceToMono = forceToMono;
            if (forceToMono)
            {
                //importer.normalize = normalize;
            }
            importer.loadInBackground = loadInBackground;
            importer.ambisonic        = ambisonic;
            importer.preloadAudioData = preloadAudioData;

            AudioImporterSampleSettings sampleSettings = importer.defaultSampleSettings;

            sampleSettings.loadType           = loadType;
            sampleSettings.compressionFormat  = compressionFormat;
            sampleSettings.quality            = quality;
            sampleSettings.sampleRateSetting  = sampleRateSetting;
            sampleSettings.sampleRateOverride = (uint)sampleRate;

            importer.defaultSampleSettings = sampleSettings;
            importer.SetOverrideSampleSettings("Android", sampleSettings);
            importer.SetOverrideSampleSettings("iPhone", sampleSettings);
            //importer.SaveAndReimport();
        }
Пример #6
0
        static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
        {
            for (int i = 0; i < movedAssets.Length; i++)
            {
                UnityEditor.AssetImporter importer = UnityEditor.AssetImporter.GetAtPath(movedAssets[i]);

                //model:
                if (importer is ModelImporter)
                {
                    ExcuteMeshRule(importer);
                }

                //texture:
                else if (importer is TextureImporter)
                {
                    ExcuteTextureRule(importer);
                }

                //audio
                else if (importer is AudioImporter)
                {
                    ExcuteAudioRule(importer);
                }
            }
        }
    void QuickLoadObject()
    {
        string name      = prefab.name;
        string assetPath = UnityEditor.AssetDatabase.GetAssetPath(prefab);// UnityEditor.AssetDatabase.GetTextMetaFilePathFromAssetPath(.asset(prefab)[0];

        UnityEditor.AssetImporter importer = UnityEditor.AssetImporter.GetAtPath(assetPath);
        string assetBundle = importer.assetBundleName;

        if (string.IsNullOrEmpty(assetBundle))
        {
            UnityEditor.EditorUtility.DisplayDialog("提示", "预制体没有assetBundle标记", "确认");
            return;
        }
        if (bundles.Find((x) => x.assetName == name) != null)
        {
            UnityEditor.EditorUtility.DisplayDialog("提示", "信息已经加载到集合中", "确认");
            return;
        }

        RunTimeBundleInfo info = new RunTimeBundleInfo();

        info.assetName  = name;
        info.bundleName = assetBundle;
        info.isWorld    = !prefab.GetComponent <RectTransform>();
        info.parent     = transform;
        bundles.Add(info);
        UnityEditor.EditorUtility.SetDirty(this);
    }
        public override void ApplySettings(UnityEditor.AssetImporter assetImporter)
        {
            TextureImporter importer = assetImporter as TextureImporter;

            if (importer == null)
            {
                return;
            }
            dirty = true;
            importer.textureType  = textureType;
            importer.textureShape = textureShape;
            //importer.allowAlphaSplitting = allowsAlphaSplitting;
            importer.npotScale     = npotScale;
            importer.isReadable    = isReadable;
            importer.mipmapEnabled = mipmapEnabled;

            importer.wrapMode   = wrapMode;
            importer.filterMode = filterMode;
            importer.anisoLevel = anisoLevel;

            importer.maxTextureSize     = maxTextureSize;
            importer.textureCompression = textureCompression;

            SetAndroidTextureImporterSettings(importer, AndroidTextureImporterSettings.format);
            SetiPhoneTextureImporterSettings(importer, iOSTextureImporterSettings.format);
        }
Пример #9
0
        /// <inherit/>
        public override void Apply(AssetImporter assetImporter)
        {
            TextureImporter importer = (TextureImporter)assetImporter;

            importer.textureType = TextureImporterType.Advanced;
            importer.npotScale = nonPowerOf2;

            if (nonPowerOf2 != TextureImporterNPOTScale.None)
            {
                importer.generateCubemap = generateCubemap;
            }

            importer.isReadable = readWriteEnabled;

            importer.grayscaleToAlpha = alphaFromGreyscale;
            importer.generateMipsInLinearSpace = bypassSampling;

            importer.spriteImportMode = spriteMode;
            importer.spritePackingTag = packingTag;
            importer.spritePixelsToUnits = pixelsToUnits;

            importer.mipmapEnabled = generateMipMaps;

            importer.wrapMode = wrapMode;
            importer.filterMode = filterMode;
            importer.anisoLevel = anisoLevel;

            importer.textureFormat = format;
        }
    private void QuickUpdateBundles()
    {
        for (int i = 0; i < bundlesProp.arraySize; i++)
        {
            var itemProp       = bundlesProp.GetArrayElementAtIndex(i);
            var guidProp       = itemProp.FindPropertyRelative("guid");
            var goodProp       = itemProp.FindPropertyRelative("good");
            var assetNameProp  = itemProp.FindPropertyRelative("assetName");
            var bundleNameProp = itemProp.FindPropertyRelative("bundleName");

            if (!goodProp.boolValue)
            {
                UnityEditor.EditorUtility.DisplayDialog("空对象", assetNameProp.stringValue + "信息错误", "确认");
                continue;
            }

            string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guidProp.stringValue);
            var    obj       = AssetDatabase.LoadAssetAtPath <GameObject>(assetPath);

            UnityEditor.AssetImporter importer = UnityEditor.AssetImporter.GetAtPath(assetPath);

            assetNameProp.stringValue  = obj.name;
            bundleNameProp.stringValue = importer.assetBundleName;

            if (string.IsNullOrEmpty(bundleNameProp.stringValue))
            {
                UnityEditor.EditorUtility.DisplayDialog("提示", "预制体" + assetNameProp.stringValue + "没有assetBundle标记", "确认");
                return;
            }
        }
        UnityEditor.EditorUtility.SetDirty(this);
    }
Пример #11
0
        public static void Rewrite(ref Texture2DArray texArr, Texture2DArray newArr)
        {
                        #if UNITY_EDITOR
            bool isSelected = UnityEditor.Selection.activeGameObject == texArr;

            UnityEditor.AssetImporter texImporter = texArr.GetImporter();
            if (texImporter == null)
            {
                return;
            }

            //string userData = texImporter.userData; //do not owerwrite userdata
            UnityEditor.EditorUtility.CopySerialized(newArr, texArr);
            UnityEditor.EditorUtility.SetDirty(texArr);
            UnityEditor.AssetDatabase.SaveAssets();

            if (isSelected)
            {
                UnityEditor.Selection.activeObject = texArr;
            }


            //texArr = UnityEditor.AssetDatabase.LoadAssetAtPath<Texture2DArray>(path);
            //texArr.GetImporter().userData = userData;
                        #endif
        }
    public override bool ApplySettings(UnityEditor.AssetImporter importer)
    {
        m_CurImpoter = importer as TextureImporter;

        m_CurImpoter.textureType = m_textureType;

        return(true);
    }
 public bool IsMatch(UnityEditor.AssetImporter importer)
 {
     if (importer is TextureImporter)
     {
         return(true);
     }
     return(false);
 }
Пример #14
0
 public override bool IsMatch(UnityEditor.AssetImporter importer)
 {
     if (importer is ModelImporter)
     {
         return(true);
     }
     return(false);
 }
		//カスタムインポート対象のMovieか
		bool IsCustomImportMovie(AssetImporter importer)
		{
			AdvScenarioDataProject project = AdvScenarioDataBuilderWindow.ProjectData;
			if (project)
			{
				return project.IsCustomImportMovie(importer);
			}
			return false;
		}
		//カスタムインポート対象のテクスチャか
		AdvScenarioDataProject.TextureType ParseCustomImportTextureType(AssetImporter importer)
		{
			AdvScenarioDataProject project = AdvScenarioDataBuilderWindow.ProjectData;
			if (project)
			{
				return project.ParseCustomImportTextureType(importer);
			}
			return AdvScenarioDataProject.TextureType.Unknown;
		}
        public override void ApplySettings(UnityEditor.AssetImporter assetImporter)
        {
            ModelImporter importer = assetImporter as ModelImporter;

            if (importer != null)
            {
                ApplyMeshSettings((ModelImporter)assetImporter);
            }
        }
        public override void ApplySettings(UnityEditor.AssetImporter assetImporter)
        {
            TextureImporter importer = assetImporter as TextureImporter;

            if (importer != null)
            {
                ApplyAssetSettings((TextureImporter)assetImporter);
            }
        }
Пример #19
0
 /// <inherit/>
 public override void Apply(AssetImporter assetImporter)
 {
     AudioImporter importer = (AudioImporter)assetImporter;
     importer.format = audioFormat;
     importer.threeD = _3DSound;
     importer.forceToMono = forceMono;
     importer.loadType = loadType;
     importer.hardware = hardwareDecoding;
     importer.loopable = gaplessLooping;
     importer.compressionBitrate = compression;
 }
Пример #20
0
        private static void ExcuteTextureRule(UnityEditor.AssetImporter importer)
        {
            TextureAssetRule rule = FindRuleForAsset <TextureAssetRule>(importer.assetPath, "t:TextureAssetRule");

            if (rule == null)
            {
                Debug.Log("No texture rules found for asset");
            }
            else
            {
                rule.ApplySettings(importer);
            }
        }
        public override bool ApplySettings(UnityEditor.AssetImporter importer)
        {
            if (base.ApplySettings(importer) == false)
            {
                return(false);
            }

            m_CurImpoter = importer as TextureImporter;

            m_CurImpoter.textureType = m_textureType;

            return(true);
        }
Пример #22
0
        private static void ExcuteAudioRule(UnityEditor.AssetImporter importer)
        {
            AudioAssetRule rule = FindRuleForAsset <AudioAssetRule>(importer.assetPath, "t:AudioAssetRule");

            if (rule == null)
            {
                Debug.Log("No audio rules found for asset");
            }
            else
            {
                rule.ApplySettings(importer);
            }
        }
Пример #23
0
        private static void ExcuteMeshRule(UnityEditor.AssetImporter importer)
        {
            ModelAssetRule rule = FindRuleForAsset <ModelAssetRule>(importer.assetPath, "t:ModelAssetRule");

            if (rule == null)
            {
                Debug.Log("No model rules found for asset");
            }
            else
            {
                rule.ApplySettings(importer);
            }
        }
Пример #24
0
    public override bool ApplySettings(UnityEditor.AssetImporter importer)
    {
        m_CurImpoter = importer as ModelImporter;

        if (m_CurImpoter == null)
        {
            return(false);
        }

        ApplyRig();
        ApplyAnimations();
        ApplyModel();

        return(true);
    }
        public bool IsEqual(AssetImporter importer)
        {
            if(importer.GetType() != referenceImporter.GetType()) {
                throw new AssetBundleGraphException("Importer type does not match.");
            }

            if(importer.GetType() == typeof(UnityEditor.TextureImporter)) {
                return IsEqual(importer as UnityEditor.TextureImporter);
            }
            else if(importer.GetType() == typeof(UnityEditor.AudioImporter)) {
                return IsEqual(importer as UnityEditor.AudioImporter);
            }
            else if(importer.GetType() == typeof(UnityEditor.ModelImporter)) {
                return IsEqual(importer as UnityEditor.ModelImporter);
            }
            else {
                throw new AssetBundleGraphException("Unknown importer type found:" + importer.GetType());
            }
        }
Пример #26
0
        public override void ApplySettings(UnityEditor.AssetImporter assetImporter)
        {
            AudioImporter importer = assetImporter as AudioImporter;

            if (importer == null)
            {
                return;
            }

            importer.loadInBackground = LoadBackground;

            AudioImporterSampleSettings sampleSetting = importer.defaultSampleSettings;

            sampleSetting.loadType          = LoadType;
            sampleSetting.compressionFormat = CompressionFormat;
            sampleSetting.sampleRateSetting = SampleRate;

//            importer.GetOverrideSampleSettings("Android");

//            importer.SaveAndReimport();
        }
Пример #27
0
        private static ImportSettings FindImportSettings(AssetImporter assetImporter)
        {
            int[] dashIndices = assetImporter.assetPath.IndexesWhere(c => c == '/').ToArray();
            for (int i = dashIndices.Length - 1; i > 0; i--)
            {
                string path = assetImporter.assetPath.Substring(0, dashIndices[i]);
                IEnumerable<string> guids = FolderInspector.GetSettingGUIDs(path);
                if (guids == null)
                {
                    continue;
                }
                foreach (string guid in guids)
                {
                    ImportSettings importSettings = Utility.LoadObjectFromGUID<ImportSettings>(guid);
                    if (importSettings != null && importSettings.IsValid(assetImporter))
                    {
                        return importSettings;
                    }
                }
            }

            return null;
        }
Пример #28
0
        public override void ApplySettings(UnityEditor.AssetImporter assetImporter)
        {
            ModelImporter importer = assetImporter as ModelImporter;

            if (importer == null)
            {
                return;
            }
            importer.globalScale         = scaleFactor;
            importer.meshCompression     = meshCompression;
            importer.isReadable          = isReadable;
            importer.optimizeMesh        = optimizeMeshForGPU;
            importer.importBlendShapes   = importBlendShapes;
            importer.addCollider         = generateColliders;
            importer.keepQuads           = keepQuads;
            importer.weldVertices        = weldVertices;
            importer.swapUVChannels      = swapUVChannels;
            importer.generateSecondaryUV = generateSecondaryUV;

            //Normals & Tangents
            importer.importNormals        = normalImportMode;
            importer.normalSmoothingAngle = normalSmoothAngle;
            importer.importTangents       = tangentImportMode;
            importer.importMaterials      = importMaterials;
            importer.materialName         = materialName;

            //rig
            importer.animationType       = animationType;
            importer.optimizeGameObjects = isOptimizeObject;

            //animations
            importer.importAnimation      = importAnimation;
            importer.animationCompression = animCompression;

            Debug.Log("Modifying Model Import Settings, An Import will now occur and the settings will be checked to be OK again during that import");
            //importer.SaveAndReimport();
        }
 public ImportSettingsConfigurator(AssetImporter referenceImporter)
 {
     this.referenceImporter = referenceImporter;
 }
		/// <summary>
		/// 宴用のカスタムインポート設定を強制するMovieアセットかチェック
		/// </summary>
		public bool IsCustomImportMovie(AssetImporter importer)
		{
			string assetPath = importer.assetPath;
			foreach (Object folderAsset in CustomInportMovieFolders)
			{
				if (assetPath.StartsWith(AssetDatabase.GetAssetPath(folderAsset)))
				{
					return true;
				}
			}
			return false;
		}
 public InternalSamplingImportEffector(AssetImporter importerSourceObj)
 {
     this.importerSourceObj = importerSourceObj;
 }
Пример #32
0
    static void MenuRemoveAB()
    {
        AssetDatabase.RemoveUnusedAssetBundleNames();
        List <string> fileList   = new List <string>();
        List <string> fileRemove = new List <string>();

        /// 遍历 目录 操作
        if (null != Selection.objects)
        {
            for (int index = 0; index < Selection.objects.Length; index++)
            {
                if (null != Selection.objects[index])
                {
                    string path = string.Format("{0}/../{1}", Application.dataPath, AssetDatabase.GetAssetPath(Selection.objects[index]));
                    if (System.IO.Directory.Exists(path))
                    {
                        EditorSearchFile.SearchPath(path, fileList, "");
                    }
                    else
                    {
                        fileList.Add(path);
                    }
                }
            }
        }
        /// 资源剔除处理
        RemoveSameAndUnExportAssets(fileList, fileRemove);
        /// 打印 LOG
        for (int index = 0; index < fileList.Count; index++)
        {
            UnityEditor.AssetImporter importer = UnityEditor.AssetImporter.GetAtPath("Assets" + fileList[index].Substring(fileList[index].IndexOf("/Resources-/")));
            if (null == importer)
            {
                continue;
            }

            /// 为空返回
            if (string.IsNullOrEmpty(importer.assetBundleName) && string.IsNullOrEmpty(importer.assetBundleVariant))
            {
                continue;
            }
            /// 设置
            Debug.Log(string.Format("Remove AssetBundle : {0}.{1}", importer.assetBundleName, importer.assetBundleVariant));
            importer.SetAssetBundleNameAndVariant("", "");
            importer.SaveAndReimport();
        }

        for (int index = 0; index < fileRemove.Count; index++)
        {
            UnityEditor.AssetImporter importer = UnityEditor.AssetImporter.GetAtPath("Assets" + fileRemove[index].Substring(fileRemove[index].IndexOf("/Resources-/")));
            if (null == importer)
            {
                continue;
            }
            /// 没设置 返回
            if (string.IsNullOrEmpty(importer.assetBundleName) && string.IsNullOrEmpty(importer.assetBundleVariant))
            {
                continue;
            }
            /// 的是依赖 返回
            if (importer.assetBundleName.StartsWith("d/"))
            {
                continue;
            }
            /// 设置

            Debug.LogError(string.Format("Remove AssetBundle : {0}.{1}", importer.assetBundleName, importer.assetBundleVariant));
            importer.SetAssetBundleNameAndVariant("", "");
            importer.SaveAndReimport();
        }
    }
		/// <summary>
		/// 宴用のカスタムインポート設定を強制するSpriteアセットかチェック
		/// </summary>
		public TextureType ParseCustomImportTextureType(AssetImporter importer)
		{
			string assetPath = importer.assetPath;
			foreach (Object folderAsset in CustomInportSpriteFolders)
			{
				string floderPath = AssetDatabase.GetAssetPath(folderAsset);
				if (assetPath.StartsWith(floderPath))
				{
					string name = System.IO.Path.GetFileName( floderPath );
					TextureType type;
					if (UtageToolKit.TryParaseEnum<TextureType>(name, out type))
					{
						return type;
					}
					return TextureType.Unknown;
				}
			}
			return TextureType.Unknown;
		}
Пример #34
0
 public virtual bool IsMatch(UnityEditor.AssetImporter importer)
 {
     return(false);
 }
        public void OverwriteImportSettings(AssetImporter importer)
        {
            if(importer.GetType() != referenceImporter.GetType()) {
                throw new AssetBundleGraphException("Importer type does not match.");
            }

            if(importer.GetType() == typeof(UnityEditor.TextureImporter)) {
                OverwriteImportSettings(importer as UnityEditor.TextureImporter);
            }
            else if(importer.GetType() == typeof(UnityEditor.AudioImporter)) {
                OverwriteImportSettings(importer as UnityEditor.AudioImporter);
            }
            else if(importer.GetType() == typeof(UnityEditor.ModelImporter)) {
                OverwriteImportSettings(importer as UnityEditor.ModelImporter);
            }
            else {
                throw new AssetBundleGraphException("Unknown importer type found:" + importer.GetType());
            }
        }
		public static void Attach (AssetImporter newImporter) {
			importerSourceObj = newImporter;
		}
 private SubstanceImporter GetImporter()
 {
     return(AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(this.target)) as SubstanceImporter);
 }
        /**
         * Attempt to read user data attached to a mesh by qe_Editor.
         */
        public static bool GetMeshUserData(AssetImporter assimp, out string originalImportedMeshPath, out string originalImportedMeshSubAssetName)
        {
            string[] data = assimp.userData.Split('?');

            if(data.Length == 2)
            {
                originalImportedMeshPath = data[0];
                originalImportedMeshSubAssetName = data[1];
                return true;
            }

            originalImportedMeshPath = "";
            originalImportedMeshSubAssetName = "";

            return false;
        }
Пример #39
0
 public static extern Texture2D GetWaveForm(AudioClip clip, AssetImporter importer, int channel, float width, float height);
		public static void Detach () {
			importerSourceObj = null;
		}
Пример #41
0
 public static Texture2D GetWaveForm(AudioClip clip, AssetImporter importer, int channel, float width, float height)
 {
     return (Texture2D)GetWaveForm__MethodInfo.Invoke(null,new object[]{clip,importer,channel,width,height});
 }
Пример #42
0
 /// <summary>
 /// Apply settings to the asset importer.
 /// </summary>
 /// <param name="assetImporter">Asset importer for current object being updated.</param>
 public abstract void Apply(AssetImporter assetImporter);
Пример #43
0
 public virtual void ApplySettings(UnityEditor.AssetImporter importer)
 {
 }
Пример #44
0
 /// <summary>
 /// Are these settings applicable to this asset importer?
 /// </summary>
 /// <param name="assetImporter">Asset importer for current object being updated.</param>
 /// <returns>True, if these import settings should be used.</returns>
 public virtual bool IsValid(AssetImporter assetImporter)
 {
     return AssetType == assetImporter.GetType();
 }
Пример #45
0
 public static extern Texture2D GetWaveForm(AudioClip clip, AssetImporter importer, int channel, float width, float height);