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; } } }