public override void OnInspectorGUI() { MB2_TextureBaker tb = (MB2_TextureBaker)target; if (GUILayout.Button(" MIGRATE COMPONENTS TO VERSION 3 ")) { GameObject go = tb.gameObject; MigrateTestureBakerToVersion3Component(go); MB2_MultiMeshBakerEditor.MigrateMultiMeshBakerToVersion3Component(go); MB2_MeshBakerEditor.MigrateMeshBakerToVersion3Component(go); } tbe.DrawGUI(tb, typeof(MB_MeshBakerEditorWindow)); }
void createAndSetupBaker(List <_GameObjectAndWarning> gaws, string pthRoot) { if (gaws.Count < 1) { return; } int numVerts = 0; for (int i = 0; i < gaws.Count; i++) { numVerts = gaws[i].numVerts; } UnityEngine.GameObject newMeshBaker = null; if (numVerts >= 65535) { newMeshBaker = MB2_MultiMeshBakerEditor.CreateNewMeshBaker(); } else { newMeshBaker = MB2_MeshBakerEditor.CreateNewMeshBaker(); } newMeshBaker.name = ("MeshBaker-" + gaws[0].shader.name + "-LM" + gaws[0].lightmapIndex).ToString().Replace("/", "-"); MB2_TextureBaker tb = newMeshBaker.GetComponent <MB2_TextureBaker>(); //string pth = AssetDatabase.GenerateUniqueAssetPath(pthRoot); //create result material string pthMat = AssetDatabase.GenerateUniqueAssetPath(pthRoot + newMeshBaker.name + ".mat"); AssetDatabase.CreateAsset(new Material(UnityEngine.Shader.Find("Diffuse")), pthMat); tb.resultMaterial = (Material)AssetDatabase.LoadAssetAtPath(pthMat, typeof(Material)); //create the MB2_TextureBakeResults string pthAsset = AssetDatabase.GenerateUniqueAssetPath(pthRoot + newMeshBaker.name + ".asset"); AssetDatabase.CreateAsset(ScriptableObject.CreateInstance <MB2_TextureBakeResults>(), pthAsset); tb.textureBakeResults = (MB2_TextureBakeResults)AssetDatabase.LoadAssetAtPath(pthAsset, typeof(MB2_TextureBakeResults)); AssetDatabase.Refresh(); tb.resultMaterial.shader = gaws[0].shader; tb.objsToMesh = new List <UnityEngine.GameObject>(); for (int i = 0; i < gaws.Count; i++) { tb.objsToMesh.Add(gaws[i].go); } MB2_MeshBakerCommon mb = newMeshBaker.GetComponent <MB2_MeshBakerCommon>(); if (generate_LightmapOption == LightMapOption.ignore) { mb.lightmapOption = MB2_LightmapOptions.ignore_UV2; } else { if (gaws[0].lightmapIndex == -1 || gaws[0].lightmapIndex == -2) { mb.lightmapOption = MB2_LightmapOptions.ignore_UV2; } else { mb.lightmapOption = MB2_LightmapOptions.preserve_current_lightmapping; } } }