using UnityEngine; namespace DigitalOpus.MB.Core { public interface MB_IMeshBakerSettingsHolder { MB_IMeshBakerSettings GetMeshBakerSettings(); /// /// A settings holder could store settings in one of several places. We can't return a /// SerializedProperty because that would be editor only. Instead we return the parameters /// needed to construct a serialized property. /// void GetMeshBakerSettingsAsSerializedProperty(out string propertyName, out UnityEngine.Object targetObj); } public interface MB_IMeshBakerSettings { bool doBlendShapes { get; set; } bool doCol { get; set; } bool doNorm { get; set; } bool doTan { get; set; } bool doUV { get; set; } bool doUV3 { get; set; } bool doUV4 { get; set; } bool doUV5 { get; set; } bool doUV6 { get; set; } bool doUV7 { get; set; } bool doUV8 { get; set; } MB2_LightmapOptions lightmapOption { get; set; } float uv2UnwrappingParamsHardAngle { get; set; } float uv2UnwrappingParamsPackMargin { get; set; } bool optimizeAfterBake { get; set; } MB_MeshPivotLocation pivotLocationType { get; set; } Vector3 pivotLocation { get; set; } bool clearBuffersAfterBake { get; set; } MB_RenderType renderType { get; set; } IAssignToMeshCustomizer assignToMeshCustomizer { get; set; } } }