private void InitTexturesFromCubemap() { Cubemap target = this.target as Cubemap; if (target != null) { if (this.m_Images == null) { this.m_Images = new Texture2D[6]; } for (int i = 0; i < this.m_Images.Length; i++) { if ((this.m_Images[i] != null) && !EditorUtility.IsPersistent(this.m_Images[i])) { UnityEngine.Object.DestroyImmediate(this.m_Images[i]); } if (TextureUtil.GetSourceTexture(target, (CubemapFace)i) != null) { this.m_Images[i] = TextureUtil.GetSourceTexture(target, (CubemapFace)i); } else { this.m_Images[i] = new Texture2D(0x40, 0x40, TextureFormat.ARGB32, false); this.m_Images[i].hideFlags = HideFlags.HideAndDontSave; TextureUtil.CopyCubemapFaceIntoTexture(target, (CubemapFace)i, this.m_Images[i]); } } } }
private void InitTexturesFromCubemap() { var c = target as Cubemap; if (c != null) { if (m_Images == null) { m_Images = new Texture2D[6]; } for (int i = 0; i < m_Images.Length; ++i) { if (m_Images[i] && !EditorUtility.IsPersistent(m_Images[i])) { DestroyImmediate(m_Images[i]); } if (TextureUtil.GetSourceTexture(c, (CubemapFace)i)) { m_Images[i] = TextureUtil.GetSourceTexture(c, (CubemapFace)i); } else { m_Images[i] = new Texture2D(kTextureSize, kTextureSize, TextureFormat.RGBA32, false); m_Images[i].hideFlags = HideFlags.HideAndDontSave; TextureUtil.CopyCubemapFaceIntoTexture(c, (CubemapFace)i, m_Images[i]); } } } }
private void InitTexturesFromCubemap() { Cubemap target = this.target as Cubemap; if (!((UnityEngine.Object)target != (UnityEngine.Object)null)) { return; } if (this.m_Images == null) { this.m_Images = new Texture2D[6]; } for (int index = 0; index < this.m_Images.Length; ++index) { if ((bool)((UnityEngine.Object) this.m_Images[index]) && !EditorUtility.IsPersistent((UnityEngine.Object) this.m_Images[index])) { UnityEngine.Object.DestroyImmediate((UnityEngine.Object) this.m_Images[index]); } if ((bool)((UnityEngine.Object)TextureUtil.GetSourceTexture(target, (CubemapFace)index))) { this.m_Images[index] = TextureUtil.GetSourceTexture(target, (CubemapFace)index); } else { this.m_Images[index] = new Texture2D(64, 64, TextureFormat.ARGB32, false); this.m_Images[index].hideFlags = HideFlags.HideAndDontSave; TextureUtil.CopyCubemapFaceIntoTexture(target, (CubemapFace)index, this.m_Images[index]); } } }