Files
Zombie/Assets/MeshBaker/scripts/core/MB_DefaultMeshAssignCustomizer.cs

77 lines
2.9 KiB
C#

using UnityEngine;
using System.Collections.Generic;
namespace DigitalOpus.MB.Core
{
public class MB_DefaultMeshAssignCustomizer : ScriptableObject, IAssignToMeshCustomizer_SimpleAPI
{
public virtual void meshAssign_UV0(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
{
Debug.Assert(channel == 0);
mesh.uv = uvs;
}
public virtual void meshAssign_UV2(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
{
Debug.Assert(channel == 2);
mesh.uv2 = uvs;
}
public virtual void meshAssign_UV3(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
{
Debug.Assert(channel == 3);
mesh.uv3 = uvs;
}
public virtual void meshAssign_UV4(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
{
Debug.Assert(channel == 4);
mesh.uv4 = uvs;
}
public virtual void meshAssign_UV5(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
{
#if UNITY_2018_2_OR_NEWER
Debug.Assert(channel == 5);
mesh.uv5 = uvs;
#endif
}
public virtual void meshAssign_UV6(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
{
#if UNITY_2018_2_OR_NEWER
Debug.Assert(channel == 6);
mesh.uv6 = uvs;
#endif
}
public virtual void meshAssign_UV7(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
{
#if UNITY_2018_2_OR_NEWER
Debug.Assert(channel == 7);
mesh.uv7 = uvs;
#endif
}
public virtual void meshAssign_UV8(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
{
#if UNITY_2018_2_OR_NEWER
Debug.Assert(channel == 8);
mesh.uv8 = uvs;
#endif
}
public virtual void meshAssign_colors(MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Color[] colors, float[] sliceIndexes)
{
mesh.colors = colors;
}
public static void DefaultDelegateAssignMeshColors(MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults,
Mesh mesh, Color[] colors, float[] sliceIndexes)
{
mesh.colors = colors;
}
}
}