RepoTown/Assets/MeshBaker/scripts/core/MB_DefaultMeshAssignCustomizer.cs
2025-07-25 15:29:14 +05:00

69 lines
2.6 KiB
C#

using UnityEngine;
using System.Collections.Generic;
namespace DigitalOpus.MB.Core
{
public class MB_DefaultMeshAssignCustomizer : ScriptableObject, IAssignToMeshCustomizer
{
public virtual void meshAssign_UV0(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
{
mesh.uv = uvs;
}
public virtual void meshAssign_UV2(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
{
mesh.uv2 = uvs;
}
public virtual void meshAssign_UV3(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
{
mesh.uv3 = uvs;
}
public virtual void meshAssign_UV4(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes)
{
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
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
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
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
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;
}
}
}