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Copy pathModelPreprocessorConfig.cs
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75 lines (68 loc) · 2.78 KB
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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
#if ODIN_INSPECTOR
using Sirenix.OdinInspector;
#endif
namespace AssetPreprocessor.Scripts.Editor
{
[CreateAssetMenu(menuName="ScriptableObject/AssetPreprocessor/ModelPreprocessorConfig")]
public class ModelPreprocessorConfig : BasePreprocessorConfig
{
[Header("Import Settings")]
#if UNITY_2020_1_OR_NEWER
public ModelImporterMaterialImportMode ModelImporterMaterialImportMode = ModelImporterMaterialImportMode.ImportStandard;
#else
public bool ImportMaterials;
#endif
public bool ImportBlendShapes;
public bool SortHierarchyByName = true;
public bool ForceGenerateLightmapUVs;
public bool EnableReadWrite = true;
public ModelImporterMeshCompression MeshCompression = ModelImporterMeshCompression.Off;
[Header("Animation Settings")]
public bool ResampleCurves = true;
public ModelImporterAnimationCompression ModelImporterAnimationCompression = ModelImporterAnimationCompression.Optimal;
[Header("Animation Processing")]
public bool EnableAnimationPreprocessing;
#if ODIN_INSPECTOR
[ShowIf(nameof(EnableAnimationPreprocessing))]
#endif
public ModelImporterAnimationType ModelImporterAnimationType = ModelImporterAnimationType.Generic;
#if ODIN_INSPECTOR
[ShowIf(nameof(EnableAnimationPreprocessing))]
#endif
public bool KeepOriginalOrientation;
#if ODIN_INSPECTOR
[ShowIf(nameof(EnableAnimationPreprocessing))]
#endif
public bool KeepOriginalPositionXZ;
#if ODIN_INSPECTOR
[ShowIf(nameof(EnableAnimationPreprocessing))]
#endif
public bool KeepOriginalPositionY = true;
#if ODIN_INSPECTOR
[ShowIf(nameof(EnableAnimationPreprocessing))]
#endif
public ClipAnimationMaskType ClipAnimationMaskType = ClipAnimationMaskType.None;
#if ODIN_INSPECTOR
[ShowIf(nameof(ClipAnimationMaskType), ClipAnimationMaskType.CreateFromThisModel)]
[ShowIf(nameof(EnableAnimationPreprocessing))]
#endif
public List<string> MaskBonesToEnable;
[Header("Rig Settings")]
public bool EnableRigPreprocessing;
#if ODIN_INSPECTOR
[ShowIf(nameof(EnableRigPreprocessing))]
#endif
public bool OptimizeGameObjects;
#if ODIN_INSPECTOR
[ShowIf(nameof(EnableRigPreprocessing))]
#endif
public string[] ExtraExposedTransformPaths;
[Header("Scene Settings")]
public bool ImportLights;
public bool ImportVisibility;
public bool ImportCameras;
}
}