69 lines
2.6 KiB
C#
69 lines
2.6 KiB
C#
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using UnityEngine;
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using System.Collections.Generic;
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namespace DigitalOpus.MB.Core
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{
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public class MB_DefaultMeshAssignCustomizer : ScriptableObject, IAssignToMeshCustomizer
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{
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public virtual void meshAssign_UV0(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
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{
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mesh.uv = uvs;
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}
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public virtual void meshAssign_UV2(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
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{
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mesh.uv2 = uvs;
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}
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public virtual void meshAssign_UV3(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
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{
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mesh.uv3 = uvs;
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}
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public virtual void meshAssign_UV4(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
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{
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mesh.uv4 = uvs;
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}
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public virtual void meshAssign_UV5(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
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{
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#if UNITY_2018_2_OR_NEWER
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mesh.uv5 = uvs;
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#endif
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}
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public virtual void meshAssign_UV6(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
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{
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#if UNITY_2018_2_OR_NEWER
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mesh.uv6 = uvs;
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#endif
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}
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public virtual void meshAssign_UV7(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
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{
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#if UNITY_2018_2_OR_NEWER
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mesh.uv7 = uvs;
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#endif
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}
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public virtual void meshAssign_UV8(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
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{
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#if UNITY_2018_2_OR_NEWER
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mesh.uv8 = uvs;
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#endif
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}
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public virtual void meshAssign_colors(MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Color[] colors, float[] sliceIndexes)
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{
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mesh.colors = colors;
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}
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public static void DefaultDelegateAssignMeshColors(MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults,
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Mesh mesh, Color[] colors, float[] sliceIndexes)
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{
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mesh.colors = colors;
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}
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}
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}
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