GLTF の TopMenu のうち Develop 用は ifdef で非表示にする

This commit is contained in:
Masataka SUMI 2021-12-08 20:46:22 +09:00
parent f75f41f12d
commit 8bb41704ca

View File

@ -16,7 +16,6 @@ namespace UniGLTF
private const int UserMeshUtilityMenuPriority = 10;
private const int DevelopmentMenuPriority = 30;
#region USER
[MenuItem(
UserGltfMenuPrefix + "/Version: " + UniGLTFVersion.UNIGLTF_VERSION,
validate = true)]
@ -38,9 +37,6 @@ namespace UniGLTF
UserGltfMenuPrefix + "/Import from GLTF (*.gltf|*.glb|*.zip)",
priority = UserGltfMenuPriority + 2)]
private static void ImportGltfFile() => TopMenuImplementation.ImportGltfFileToGameObject();
#endregion
#region MESH_UTILITY
[MenuItem(
UserMeshUtilityPrefix + "/MeshProcessing Wizard",
@ -51,9 +47,8 @@ namespace UniGLTF
UserMeshUtilityPrefix + "/Open Documents",
priority = UserMeshUtilityMenuPriority + 1)]
private static void MeshUtilityDocs() => Application.OpenURL("https://vrm.dev/en/docs/univrm/gltf/mesh_utility/");
#endregion
#region DEVELOPMENT
#if VRM_DEVELOP
[MenuItem(
DevelopmentMenuPrefix + "/Generate Serialization Code",
priority = DevelopmentMenuPriority + 1)]
@ -64,6 +59,6 @@ namespace UniGLTF
DevelopmentMenuPrefix + "/Generate UniJSON ConcreteCast",
priority = DevelopmentMenuPriority + 2)]
private static void GenerateUniJsonConcreteCastCode() => UniJSON.ConcreteCast.GenerateGenericCast();
#endregion
#endif
}
}