sleal-unity
4 年前
当前提交
39d2594b
共有 9 个文件被更改,包括 111 次插入 和 28 次删除
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2com.unity.perception/Editor/Randomization/PropertyDrawers/AssetSourceDrawer.cs
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2com.unity.perception/Editor/Randomization/VisualElements/AssetSource/AssetListElement.cs
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2com.unity.perception/Editor/Randomization/VisualElements/Basic/UIntField.cs
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2com.unity.perception/Editor/Randomization/VisualElements/Basic/UxmlUIntAttributeDescription.cs
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16com.unity.perception/Runtime/Randomization/Randomizers/AssetSources/Archetype.cs
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8com.unity.perception/Runtime/Randomization/Randomizers/AssetSources/ArchetypeBase.cs
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73com.unity.perception/Runtime/Randomization/Randomizers/AssetSources/AssetSource.cs
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22com.unity.perception/Runtime/Randomization/Randomizers/AssetSources/AssetSourceLocation.cs
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12com.unity.perception/Runtime/Randomization/Randomizers/AssetSources/LocalAssetSourceLocation.cs
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namespace UnityEngine.Perception.Randomization |
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{ |
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/// <summary>
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/// Derive this class to create a typed Archetype.
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/// Typed Archetypes are used to apply preprocessing steps to assets loaded from an <see cref="AssetSource{T}"/>.
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/// </summary>
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/// <typeparam name="T">The type of asset to preprocess</typeparam>
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public abstract void Preprocess(T item); |
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public override void PreprocessAsset(Object asset) |
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{ |
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Preprocess((T)asset); |
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} |
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/// <summary>
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/// Perform preprocessing operations on an asset loaded from an <see cref="AssetSource{T}"/>.
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/// </summary>
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/// <param name="asset">The asset to preprocess</param>
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public abstract void Preprocess(T asset); |
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} |
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} |
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