示例#1
0
        public override void UpdateExternalObject(GameObject externalObject, Sprite baseSprite, Sprite dummySprite, TextureInfo textureInfo, SpriteConfigData data)
        {
            PrefabUtil.UpdateMeshPrefab(textureInfo, false, externalObject);

            baseSprite.GetVertexAndTriangle3D(data, out var vertices3D, out var triangles3D, MeshRenderType.Transparent);
            PrefabUtil.AddComponentsAssets(baseSprite, externalObject, vertices3D, triangles3D, textureInfo, RENDER_TYPE_TRANSPARENT, data.transparentShaderName, data);
        }
示例#2
0
 public override void OverrideGeometry(Sprite baseSprite, Sprite dummySprite, TextureInfo textureInfo, SpriteConfigData data)
 {
     //use unity native mesh
 }
示例#3
0
 public override GameObject CreateExternalObject(Sprite sprite, TextureInfo textureInfo, SpriteConfigData data, string oldPrefabPath = null)
 {
     return(PrefabUtil.CreateMeshPrefab(textureInfo, false));
 }
        public void OverrideGeometry()
        {
            TextureInfo textureInfo = new TextureInfo(_mainImportData.sprite, _mainImportData.assetPath);

            _meshCreator.OverrideGeometry(_mainImportData.sprite, _mainImportData.dummySprite, textureInfo, _configData);
        }
 public override void OverrideGeometry(Sprite baseSprite, Sprite dummySprite, TextureInfo textureInfo, SpriteConfigData data)
 {
     //does not supported
 }
        public override void UpdateExternalObject(GameObject externalObject, Sprite baseSprite, Sprite dummySprite, TextureInfo textureInfo, SpriteConfigData data)
        {
            PrefabUtil.UpdateMeshPrefab(textureInfo, true, externalObject);

            GameObject root = externalObject;
            GameObject sub  = root.transform.GetChild(0).gameObject;

            dummySprite.GetVertexAndTriangle3D(data, out var transparentVertices, out var transparentTriangles, MeshRenderType.SeparatedTransparent);
            dummySprite.GetVertexAndTriangle3D(data, out var opaqueVertices, out var opaqueTriangles, MeshRenderType.Opaque);
            PrefabUtil.AddComponentsAssets(baseSprite, root, transparentVertices, transparentTriangles, textureInfo, RENDER_TYPE_TRANSPARENT, data.transparentShaderName, data);
            PrefabUtil.AddComponentsAssets(baseSprite, sub, opaqueVertices, opaqueTriangles, textureInfo, RENDER_TYPE_OPAQUE, data.opaqueShaderName, data);
        }
 public override void OverrideGeometry(Sprite baseSprite, Sprite dummySprite, TextureInfo textureInfo, SpriteConfigData data)
 {
     dummySprite.GetVertexAndTriangle2D(data, out var vertices, out var triangles, MeshRenderType.Transparent);
     vertices = MeshUtil.GetScaledVertices(vertices, textureInfo, isClamped: true);
     baseSprite.OverrideGeometry(vertices, triangles);
 }