유니티 셋팅
This commit is contained in:
@@ -0,0 +1,65 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using DigitalOpus.MB.Core;
|
||||
|
||||
namespace DigitalOpus.MB.MBEditor
|
||||
{
|
||||
public class MB_ConvertTextureArrayFormatWizard : ScriptableWizard
|
||||
{
|
||||
public Texture2DArray textureArray;
|
||||
public TextureFormat format = TextureFormat.ARGB32;
|
||||
|
||||
[MenuItem("Window/Mesh Baker/TextureArray Format Converter")]
|
||||
static void CreateWizard()
|
||||
{
|
||||
ScriptableWizard.DisplayWizard<MB_ConvertTextureArrayFormatWizard>("Convert Texture Array Format", "Close", "Convert");
|
||||
}
|
||||
|
||||
void OnWizardCreate()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void OnWizardUpdate()
|
||||
{
|
||||
helpString = "Please assign a texture array";
|
||||
}
|
||||
|
||||
void OnWizardOtherButton()
|
||||
{
|
||||
helpString = "";
|
||||
if (textureArray == null)
|
||||
{
|
||||
helpString = "Please assign a texture array";
|
||||
return;
|
||||
}
|
||||
|
||||
MB3_EditorMethods editorMethods = new MB3_EditorMethods();
|
||||
if (!editorMethods.TextureImporterFormatExistsForTextureFormat(format))
|
||||
{
|
||||
helpString = "No ImporterFormat exists for the selected format. Please select a different format.";
|
||||
return;
|
||||
}
|
||||
|
||||
if (textureArray.format != TextureFormat.ARGB32 &&
|
||||
textureArray.format != TextureFormat.RGB24)
|
||||
{
|
||||
helpString = "Source TextureArray must be in format ARGB32 or RGB24. This will probably be changed in" +
|
||||
"a future version of Mesh Baker.";
|
||||
return;
|
||||
}
|
||||
|
||||
Texture2DArray outArray = new Texture2DArray(textureArray.width, textureArray.height, textureArray.depth, format, true);
|
||||
if (editorMethods.ConvertTexture2DArray(textureArray, outArray, format))
|
||||
{
|
||||
string pth = UnityEditor.AssetDatabase.GetAssetPath(textureArray);
|
||||
if (pth == null) pth = "Assets/TextureArray.asset";
|
||||
pth = pth.Replace(".asset", "");
|
||||
pth += format.ToString() + ".asset";
|
||||
UnityEditor.AssetDatabase.CreateAsset(outArray, pth);
|
||||
Debug.Log("Convert success saved asset: " + pth);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user