示例#1
0
    Texture2DArray LoadTextureArray(WorldAtlas atlas, string channel)
    {
        var path = atlas.GetAssetFolderPath();

        path = path + "/TextureArrays/" + atlas.name + "_" + channel + "TextureArray.asset";
        return(AssetDatabase.LoadAssetAtPath <Texture2DArray>(path));
    }
示例#2
0
    void SaveTextureArray(WorldAtlas atlas, Texture2DArray array, string channel)
    {
        var folder   = atlas.GetAssetFolderPath();
        var path     = folder + "/TextureArrays/" + atlas.name + "_" + channel + "TextureArray.asset";
        var existing = AssetDatabase.LoadAssetAtPath <Texture2DArray>(path);

        if (existing != null)
        {
            EditorUtility.CopySerialized(array, existing);
            EditorUtility.SetDirty(existing);
        }
        else
        {
            Utils.CreateAssetFolder(folder, "TextureArrays");
            AssetDatabase.CreateAsset(array, path);
        }
    }
示例#3
0
    WorldAtlasClientData SaveAtlasClientData(WorldAtlas atlas, WorldAtlasClientData clientData)
    {
        var folder   = atlas.GetAssetFolderPath();
        var path     = folder + "/Resources/" + atlas.name + "_AtlasClientData.asset";
        var existing = AssetDatabase.LoadAssetAtPath <WorldAtlasClientData>(path);

        if (existing != null)
        {
            EditorUtility.CopySerialized(clientData, existing);
            EditorUtility.SetDirty(existing);
            clientData = existing;
        }
        else
        {
            Utils.CreateAssetFolder(folder, "Resources");
            AssetDatabase.CreateAsset(clientData, path);
            clientData = AssetDatabase.LoadAssetAtPath <WorldAtlasClientData>(path);
        }
        return(clientData);
    }
示例#4
0
    WorldAtlasData SaveAtlasData(WorldAtlas atlas, WorldAtlasData atlasData)
    {
        var path = atlas.GetAssetFolderPath();

        path = path + "/" + atlas.name + "_AtlasData.asset";
        var existing = AssetDatabase.LoadAssetAtPath <WorldAtlasData>(path);

        if (existing != null)
        {
            EditorUtility.CopySerialized(atlasData, existing);
            EditorUtility.SetDirty(existing);
            atlasData = existing;
        }
        else
        {
            AssetDatabase.CreateAsset(atlasData, path);
            atlasData = AssetDatabase.LoadAssetAtPath <WorldAtlasData>(path);
        }
        return(atlasData);
    }