public CustomModelImporterSettingValue(CustomModelImporterSettingValue copy) { ScaleFactor = new ImporterIntValue(copy.ScaleFactor); #if UNITY_2017_1_OR_NEWER UseFileScale = new ImporterBoolValue(copy.UseFileScale); #endif MeshCompression = new ImporterMeshCompressionValue(copy.MeshCompression); ReadWriteEnabled = new ImporterBoolValue(copy.ReadWriteEnabled); OptimizeMesh = new ImporterBoolValue(copy.OptimizeMesh); ImportBlendShapes = new ImporterBoolValue(copy.ImportBlendShapes); GenerateColliders = new ImporterBoolValue(copy.GenerateColliders); KeepQuads = new ImporterBoolValue(copy.KeepQuads); #if UNITY_2017_3_OR_NEWER IndexFormat = new ImporterIndexFormatValue(copy.IndexFormat); #endif #if UNITY_5_6_OR_NEWER WeldVertics = new ImporterBoolValue(copy.WeldVertics); #endif #if UNITY_2017_1_OR_NEWER ImportVisibility = new ImporterBoolValue(copy.ImportVisibility); ImportCameras = new ImporterBoolValue(copy.ImportCameras); ImportLights = new ImporterBoolValue(copy.ImportLights); #endif #if UNITY_2017_3_OR_NEWER PreserverHierarchy = new ImporterBoolValue(copy.PreserverHierarchy); #endif SwapUVs = new ImporterBoolValue(copy.SwapUVs); GenerateLightMapUVs = new ImporterBoolValue(copy.GenerateLightMapUVs); HardAngle = new ImporterIntValue(copy.HardAngle); PackMargin = new ImporterIntValue(copy.PackMargin); AngleError = new ImporterIntValue(copy.AngleError); AreaError = new ImporterIntValue(copy.AreaError); Normals = new ImporterImportNormalsValue(copy.Normals); #if UNITY_2017_1_OR_NEWER NormalsMode = new ImporterNormalsModeValue(copy.NormalsMode); #endif SmoothingAngle = new ImporterIntValue(copy.SmoothingAngle); Tangents = new ImporterImportTangensValue(copy.Tangents); ImportMaterials = new ImporterBoolValue(copy.ImportMaterials); #if UNITY_2017_3_OR_NEWER MaterialLocation = new ImporterMaterialLocationValue(copy.MaterialLocation); #endif MaterialNaming = new ImporterMaterialNamingValue(copy.MaterialNaming); MaterialSearch = new ImporterMaterialSearchValue(copy.MaterialSearch); AnimationType = new ImporterAnimationTypeValue(copy.AnimationType); OptimizeGameObject = new ImporterBoolValue(copy.OptimizeGameObject); ImportAnimation = new ImporterBoolValue(copy.ImportAnimation); BakeAnimations = new ImporterBoolValue(copy.BakeAnimations); ResampleCurves = new ImporterBoolValue(copy.ResampleCurves); AnimCompression = new ImporterAnimCompressionValue(copy.AnimCompression); RotaionError = new ImporterFloatValue(copy.RotaionError); PositionError = new ImporterFloatValue(copy.PositionError); ScaleError = new ImporterFloatValue(copy.ScaleError); #if UNITY_2017_2_OR_NEWER AnimatedCustomProperties = new ImporterBoolValue(copy.AnimatedCustomProperties); #endif LoopTime = new ImporterBoolValue(copy.LoopTime); }
public CustomModelImporterSettingValue() { ScaleFactor = new ImporterIntValue(); ScaleFactor.Value = 1; #if UNITY_2017_1_OR_NEWER UseFileScale = new ImporterBoolValue(); #endif MeshCompression = new ImporterMeshCompressionValue(); MeshCompression.Value = ModelImporterMeshCompression.Medium; ReadWriteEnabled = new ImporterBoolValue(); OptimizeMesh = new ImporterBoolValue(); ImportBlendShapes = new ImporterBoolValue(); GenerateColliders = new ImporterBoolValue(); KeepQuads = new ImporterBoolValue(); #if UNITY_2017_3_OR_NEWER IndexFormat = new ImporterIndexFormatValue(); #endif #if UNITY_5_6_OR_NEWER WeldVertics = new ImporterBoolValue(); #endif #if UNITY_2017_1_OR_NEWER ImportVisibility = new ImporterBoolValue(); ImportCameras = new ImporterBoolValue(); ImportLights = new ImporterBoolValue(); #endif #if UNITY_2017_3_OR_NEWER PreserverHierarchy = new ImporterBoolValue(); #endif SwapUVs = new ImporterBoolValue(); GenerateLightMapUVs = new ImporterBoolValue(); HardAngle = new ImporterIntValue(); HardAngle.Value = 88; PackMargin = new ImporterIntValue(); PackMargin.Value = 4; AngleError = new ImporterIntValue(); AngleError.Value = 8; AreaError = new ImporterIntValue(); AreaError.Value = 15; Normals = new ImporterImportNormalsValue(); Normals.Value = ModelImporterNormals.Import; #if UNITY_2017_1_OR_NEWER NormalsMode = new ImporterNormalsModeValue(); #endif SmoothingAngle = new ImporterIntValue(); SmoothingAngle.Value = 60; Tangents = new ImporterImportTangensValue(); Tangents.Value = ModelImporterTangents.None; ImportMaterials = new ImporterBoolValue(); ImportMaterials.Value = true; #if UNITY_2017_3_OR_NEWER MaterialLocation = new ImporterMaterialLocationValue(); #endif MaterialNaming = new ImporterMaterialNamingValue(); MaterialSearch = new ImporterMaterialSearchValue(); AnimationType = new ImporterAnimationTypeValue(); AnimationType.Value = ModelImporterAnimationType.Generic; OptimizeGameObject = new ImporterBoolValue(); ImportAnimation = new ImporterBoolValue(); ImportAnimation.Value = true; BakeAnimations = new ImporterBoolValue(); ResampleCurves = new ImporterBoolValue(); AnimCompression = new ImporterAnimCompressionValue(); AnimCompression.Value = ModelImporterAnimationCompression.Optimal; RotaionError = new ImporterFloatValue(); RotaionError.Value = 0.5f; PositionError = new ImporterFloatValue(); PositionError.Value = 0.5f; ScaleError = new ImporterFloatValue(); ScaleError.Value = 0.5f; #if UNITY_2017_2_OR_NEWER AnimatedCustomProperties = new ImporterBoolValue(); #endif LoopTime = new ImporterBoolValue(); }