public void SetData(SceneItemJson json) { m_lightMapName = json.lightMapName; m_data = new List <LightMapData>(); for (int i = 0; i < json.items.Count; i++) { LightMapData mapdata = new LightMapData(); mapdata.m_data = new List <SingleLightMapData>(); ItemInfoJson itemjson = json.items[i]; mapdata.itemID = itemjson.itemID; mapdata.itemName = itemjson.itemName; for (int j = 0; j < itemjson.itemPos.Count; j++) { SingleLightMapData singleData = new SingleLightMapData(); ItemPosInfoJson posJson = itemjson.itemPos[j]; singleData.lightIndex = posJson.lightIndex; singleData.offsetX = posJson.offsetX; singleData.offsetY = posJson.offsetY; singleData.tilingX = posJson.tilingX; singleData.tilingY = posJson.tilingY; mapdata.m_data.Add(singleData); } m_data.Add(mapdata); } }
private void SetLightMap(object index) { m_TexContent = new GUIContent("贴图"); LightMapData id = (LightMapData)index; m_CurrentLightMapIndex = id.index; if (m_CurrentLightMapIndex >= 0 && m_CurrentLightMapIndex < LightmapSettings.lightmaps.Length) { LightmapData md = LightmapSettings.lightmaps[m_CurrentLightMapIndex]; m_DisplayLightMap = true; if (id.isDirectional) { m_CurrentTexture = md.lightmapDir; } else { m_CurrentTexture = md.lightmapColor; } } else { m_DisplayLightMap = false; } }
private void SetLightMap(object index) { LightMapData id = (LightMapData)index; m_UVPreview.SetLightMap(id.index, id.isDirectional); }