RepoTown/Assets/MeshBaker/scripts/core/MB_IAssignToMeshCustomizer.cs

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2025-07-25 15:29:14 +05:00
using UnityEngine;
using System.Collections.Generic;
namespace DigitalOpus.MB.Core
{
public interface IAssignToMeshCustomizer
{
/// <summary>
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
/// </summary>
void meshAssign_UV0(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
/// <summary>
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
/// </summary>
void meshAssign_UV2(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
/// <summary>
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
/// </summary>
void meshAssign_UV3(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
/// <summary>
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
/// </summary>
void meshAssign_UV4(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
/// <summary>
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
/// </summary>
void meshAssign_UV5(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
/// <summary>
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
/// </summary>
void meshAssign_UV6(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
/// <summary>
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
/// </summary>
void meshAssign_UV7(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
/// <summary>
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
/// </summary>
void meshAssign_UV8(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
/// <summary>
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
/// </summary>
void meshAssign_colors(MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Color[] colors, float[] sliceIndexes);
}
}