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C# Renderer.GetType方法代码示例

本文整理汇总了C#中UnityEngine.Renderer.GetType方法的典型用法代码示例。如果您正苦于以下问题:C# Renderer.GetType方法的具体用法?C# Renderer.GetType怎么用?C# Renderer.GetType使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UnityEngine.Renderer的用法示例。


在下文中一共展示了Renderer.GetType方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: ConnectionsNode

		static FbxNode ConnectionsNode (ref Mesh mesh, ref Renderer renderer) {
			List<FbxNode> subnodes = new List<FbxNode>();
			//string nodetext = "Connections:  {\n";
			//nodetext += "\tConnect: \"OO\", \"Model::" + mesh.name + "\", \"Model::Scene\"\n";
			subnodes.Add(new FbxNode(1, "Connect", "\"OO\", \"Model::" + mesh.name + "\", \"Model::Scene\""));
			foreach(Material mat in renderer.sharedMaterials){
				// Skip if the material is not defined
				if (mat==null) continue;
				// Add the material connection
				subnodes.Add(new FbxNode(1, "Connect", "\"OO\", \"Material::" + mat.name + "\", \"Model::" + mesh.name + "\""));
				//nodetext += "\tConnect: \"OO\", \"Material::" + mat.name + "\", \"Model::" + mesh.name + "\"\n";
				// Add textures
				if (mat.HasProperty("_MainTex")){
					//nodetext += "\tConnect: \"OO\", \"Texture::" + mat.name + "_diff" + "\", \"Model::" + mesh.name + "\"\n";
					subnodes.Add(new FbxNode(1, "Connect", "\"OO\", \"Texture::" + mat.name + "_diff" + "\", \"Model::" + mesh.name + "\""));
				}
				if (mat.HasProperty("_BumpMap")){
					//nodetext += "\tConnect: \"OO\", \"Texture::" + mat.name + "_bump" + "\", \"Model::" + mesh.name + "\"\n";
					subnodes.Add(new FbxNode(1, "Connect", "\"OO\", \"Texture::" + mat.name + "_bump" + "\", \"Model::" + mesh.name + "\""));
				}
			}
			if (renderer.GetType() == typeof(SkinnedMeshRenderer)){
				SkinnedMeshRenderer skinnedrenderer = renderer as SkinnedMeshRenderer;
				//nodetext += new FbxNode(1, "Connect", "\"OO\", \"Deformer::Skin " + mesh.name + "\", \"Model::" + mesh.name + "\"").ToString();
				subnodes.Add(new FbxNode(1, "Connect", "\"OO\", \"Deformer::Skin " + mesh.name + "\", \"Model::" + mesh.name + "\""));
				foreach (Transform bone in skinnedrenderer.bones){
					//nodetext += new FbxNode(1, "Connect", "\"OO\", \"SubDeformer::Cluster " + mesh.name + " " + bone.name + "\", \"Deformer::Skin " + mesh.name + "\"").ToString();
					subnodes.Add(new FbxNode(1, "Connect", "\"OO\", \"SubDeformer::Cluster " + mesh.name + " " + bone.name + "\", \"Deformer::Skin " + mesh.name + "\""));
				}
				foreach (Transform bone in skinnedrenderer.bones){
					//nodetext += new FbxNode(1, "Connect", "\"OO\", \"Model::" + bone.name + "\", \"SubDeformer::Cluster " + mesh.name + " " + bone.name + "\"").ToString();
					subnodes.Add(new FbxNode(1, "Connect", "\"OO\", \"Model::" + bone.name + "\", \"SubDeformer::Cluster " + mesh.name + " " + bone.name + "\""));
				}
				// Add the heiarchy of models
				List<Transform> boneList = skinnedrenderer.bones.ToList();
				while (boneList.Count > 0){
					for (int i=0;i<boneList.Count;i++){
						Transform parent = boneList[i].parent;
						if (!boneList.Contains(parent)){
							if (System.Array.Exists(skinnedrenderer.bones, p=>p==parent)){
								//nodetext += new FbxNode(1, "Connect", "\"OO\", \"Model::" + boneList[i].name + "\", \"Model::" + parent.name + "\"").ToString();
								subnodes.Add(new FbxNode(1, "Connect", "\"OO\", \"Model::" + boneList[i].name + "\", \"Model::" + parent.name + "\""));
							} else {
								//nodetext += new FbxNode(1, "Connect", "\"OO\", \"Model::" + boneList[i].name + "\", \"Model::Scene\"").ToString();
								subnodes.Add(new FbxNode(1, "Connect", "\"OO\", \"Model::" + boneList[i].name + "\", \"Model::Scene\""));
							}
							boneList.RemoveAt(i);
						}
					}
				}
			}
			//nodetext += "}";
			//return nodetext;
			return new FbxContainerNode(0, "Connections", "", subnodes.ToArray());
		}
开发者ID:anteaterho,项目名称:SpoutTestTemp,代码行数:55,代码来源:FbxTools.cs

示例2: ExportToString

		public static string ExportToString (Mesh mesh, ref Renderer renderer, bool uselhcoords = true){
#if UNITY_EDITOR
			EditorUtility.DisplayProgressBar("EJM Software FBX Exporter", "Writing header", 0f);
#endif
			string documenttext = "; FBX 6.1.0 project file\n; Copyright (C) 1997-2008 Autodesk Inc. and/or its licensors.\n; All rights reserved.\n; ----------------------------------------------------\n\n";
			documenttext += FBXHeaderExtensionNode ();
			documenttext += "\n\n; Object definitions\n;------------------------------------------------------------------\n\n";
			documenttext += DefinitionsNode (ref mesh, ref renderer).ToString();
			documenttext += "\n\n; Object properties\n;------------------------------------------------------------------\n\n";
			string skinmodelnodes = "", defnodes = "", posenode = "";
			if (renderer.GetType() == typeof(SkinnedMeshRenderer)){
#if UNITY_EDITOR
				EditorUtility.DisplayProgressBar("EJM Software FBX Exporter", "Parsing skinning data", 0.33f);
#endif
				SkinnedMeshRenderer skmr = renderer as SkinnedMeshRenderer;
				skinmodelnodes = SkinnedModelNodes(ref skmr);
				defnodes = DeformationNodes(ref mesh, ref skmr);
				posenode = PoseNode(ref mesh);
			}
#if UNITY_EDITOR
			EditorUtility.DisplayProgressBar("EJM Software FBX Exporter", "Writing mesh data", 0.66f);
#endif
			documenttext += ObjectsNode (ModelNodes (ref mesh, uselhcoords) + skinmodelnodes, MaterialNodes (ref renderer), TextureNodes(ref renderer), defnodes, posenode, GlobalSettingsNode ().ToString());
			documenttext += "\n\n; Object connections\n;------------------------------------------------------------------\n\n";
			documenttext += ConnectionsNode (ref mesh, ref renderer).ToString();
			documenttext += "\n\n;Version 5 settings\n;------------------------------------------------------------------\n\n";
			documenttext += Version5Node ();
#if UNITY_EDITOR
						EditorUtility.ClearProgressBar();
#endif
			return documenttext;
		}
开发者ID:anteaterho,项目名称:SpoutTestTemp,代码行数:32,代码来源:FbxTools.cs

示例3: DefinitionsNode

		static FbxNode DefinitionsNode (ref Mesh mesh, ref Renderer renderer) {
			// calculate the number of subnodes needed
			int subnodecount = 6;
			if (renderer.GetType() == typeof(SkinnedMeshRenderer)){
				subnodecount += 2;
			}
			// calculate the counts
			int ModelCount = 1;
			int MatCount = MaterialNodeCount (ref renderer);
			int TexCount = TextureNodeCount (ref renderer);
			// create the node
			FbxContainerNode node = new FbxContainerNode(0, "Definitions", "", new FbxNode[subnodecount]);
			node.subnodes[0] = new FbxNode(1, "Version", "100");
			node.subnodes[1] = new FbxNode(1, "Count", (ModelCount + MatCount + TexCount + 1).ToString());
			node.subnodes[2] = new FbxContainerNode(2, "ObjectType", "\"Model\"", new FbxNode[1]{new FbxNode(3, "Count", ModelCount.ToString())});
			node.subnodes[3] = new FbxContainerNode(2, "ObjectType", "\"Material\"", new FbxNode[1]{new FbxNode(3, "Count", MatCount.ToString())});
			node.subnodes[4] = new FbxContainerNode(2, "ObjectType", "\"Texture\"", new FbxNode[1]{new FbxNode(3, "Count", TexCount.ToString())});
			if (renderer.GetType() == typeof(SkinnedMeshRenderer)){
				SkinnedMeshRenderer skinnedrenderer = renderer as SkinnedMeshRenderer;
				node.subnodes[5] = new FbxContainerNode(2, "ObjectType", "\"Deformer\"", new FbxNode[1]{new FbxNode(3, "Count", skinnedrenderer.bones.Length.ToString())});
				node.subnodes[6] = new FbxContainerNode(2, "ObjectType", "\"Pose\"", new FbxNode[1]{new FbxNode(3, "Count", "1")});
			}
			node.subnodes[subnodecount - 1] = new FbxContainerNode(2, "ObjectType", "\"GlobalSettings\"", new FbxNode[1]{new FbxNode(3, "Count", "1")});// There is always 1 global settings node
			return node;
		}
开发者ID:anteaterho,项目名称:SpoutTestTemp,代码行数:25,代码来源:FbxTools.cs


注:本文中的UnityEngine.Renderer.GetType方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。