Roman d1d6ad1c2a 1.导入马骨骼
2.测试IK成功
3.导入必要的插件:InputSystem、CinemaMachine、Dotween、ASE、Odin

好累啊,下班
2022-07-18 23:15:27 +08:00

49 lines
1.7 KiB
C#

// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using UnityEngine;
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
using System.IO;
namespace AmplifyShaderEditor
{
public class DoCreateStandardShader : EndNameEditAction
{
public override void Action( int instanceId, string pathName, string resourceFile )
{
string uniquePath = AssetDatabase.GenerateUniqueAssetPath( pathName );
string shaderName = Path.GetFileName( uniquePath );
if( IOUtils.AllOpenedWindows.Count > 0 )
{
EditorWindow openedWindow = AmplifyShaderEditorWindow.GetWindow<AmplifyShaderEditorWindow>();
AmplifyShaderEditorWindow currentWindow = AmplifyShaderEditorWindow.CreateTab();
WindowHelper.AddTab( openedWindow, currentWindow );
UIUtils.CurrentWindow = currentWindow;
}
else
{
AmplifyShaderEditorWindow currentWindow = AmplifyShaderEditorWindow.OpenWindow( shaderName, UIUtils.ShaderIcon );
UIUtils.CurrentWindow = currentWindow;
}
Shader shader = UIUtils.CreateNewEmpty( uniquePath, shaderName );
ProjectWindowUtil.ShowCreatedAsset( shader );
}
}
public class DoCreateTemplateShader : EndNameEditAction
{
public override void Action( int instanceId, string pathName, string resourceFile )
{
string uniquePath = AssetDatabase.GenerateUniqueAssetPath( pathName );
string shaderName = Path.GetFileName( uniquePath );
if( !string.IsNullOrEmpty( UIUtils.NewTemplateGUID ) )
{
Shader shader = AmplifyShaderEditorWindow.CreateNewTemplateShader( UIUtils.NewTemplateGUID, uniquePath, shaderName );
ProjectWindowUtil.ShowCreatedAsset( shader );
}
}
}
}