using UnityEngine; using System.Collections.Generic; namespace DigitalOpus.MB.Core { public interface IAssignToMeshCustomizer { /// /// 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. /// void meshAssign_UV0(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes); /// /// 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. /// void meshAssign_UV2(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes); /// /// 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. /// void meshAssign_UV3(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes); /// /// 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. /// void meshAssign_UV4(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes); /// /// 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. /// void meshAssign_UV5(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes); /// /// 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. /// void meshAssign_UV6(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes); /// /// 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. /// void meshAssign_UV7(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes); /// /// 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. /// void meshAssign_UV8(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes); /// /// 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. /// void meshAssign_colors(MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Color[] colors, float[] sliceIndexes); } }