Merge pull request #536 from PoChang007/organize_meshutility_menu_list

Organize MeshUtility menu
This commit is contained in:
ousttrue
2020-08-31 18:32:52 +09:00
committed by GitHub
6 changed files with 16 additions and 14 deletions

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@@ -51,7 +51,7 @@ namespace MeshUtility
[SerializeField]
BoneMeshEraser.EraseBone[] m_eraseBones;
[MenuItem(MeshUtility.MENU_PARENT + "BoneMeshEraser Wizard", priority = MeshUtility.MENU_PRIORITY)]
[MenuItem(MeshUtility.MENU_PARENT + "BoneMeshEraser Wizard", priority = 4)]
static void CreateWizard()
{
ScriptableWizard.DisplayWizard<BoneMeshEraserWizard>("BoneMeshEraser", "Erase triangles by bone", "Erase");

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@@ -12,7 +12,7 @@ namespace MeshUtility
public const int MENU_PRIORITY = 11;
private const string ASSET_SUFFIX = ".mesh.asset";
private const string MENU_NAME = MENU_PARENT + "Separate Skinned Meshes Contained BlendShape";
private const string MENU_NAME = MENU_PARENT + "MeshSeparator";
private static readonly Vector3 ZERO_MOVEMENT = Vector3.zero;
public static Object GetPrefab(GameObject instance)
@@ -39,7 +39,7 @@ namespace MeshUtility
return true;
}
[MenuItem(MENU_NAME)]
[MenuItem(MENU_NAME, priority = 2)]
public static void SeparateSkinnedMeshContainedBlendShape()
{
var go = Selection.activeTransform.gameObject;
@@ -55,7 +55,7 @@ namespace MeshUtility
}
}
[MenuItem("Mesh Utility/MeshSeparator Docs")]
[MenuItem("Mesh Utility/MeshSeparator Docs", priority = MeshUtility.MENU_PRIORITY)]
public static void LinkToMeshSeparatorDocs()
{
Application.OpenURL("https://github.com/vrm-c/UniVRM/tree/master/Assets/MeshUtility");

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@@ -119,13 +119,13 @@ namespace UniGLTF
}
#if UNITY_EDITOR
[MenuItem(UniGLTFVersion.MENU + "/Integrate static mesh", validate = true)]
[MenuItem("Mesh Utility/Integrate Static Mesh", validate = true)]
public static bool CanIntegrateSelected()
{
return Selection.activeObject != null && Selection.activeObject is GameObject;
}
[MenuItem(UniGLTFVersion.MENU + "/Integrate static mesh")]
[MenuItem("Mesh Utility/Integrate Static Mesh", priority = 3)]
public static void IntegrateSelected()
{
var go = Selection.activeObject as GameObject;

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@@ -16,7 +16,7 @@ namespace VRM
[DisallowMultipleComponent]
public static class MeshIntegratorEditor
{
const string MENU_KEY = "Assets/UnityEditorScripts/MeshIntegrator";
const string MENU_KEY = "Mesh Utility/MeshIntegrator";
const string ASSET_SUFFIX = ".mesh.asset";
[MenuItem(MENU_KEY, true)]
@@ -27,7 +27,7 @@ namespace VRM
SkinnedMeshUtility.IsPrefab(Selection.activeObject);
}
[MenuItem(MENU_KEY, false)]
[MenuItem(MENU_KEY, priority = 1)]
private static void ExportFromMenu()
{
var go = Selection.activeObject as GameObject;
@@ -35,13 +35,13 @@ namespace VRM
Integrate(go);
}
[MenuItem("Assets/fooa", false)]
private static void Foo()
{
var go = Selection.activeObject as GameObject;
//[MenuItem("Assets/fooa", false)]
//private static void Foo()
//{
// var go = Selection.activeObject as GameObject;
Debug.Log(SkinnedMeshUtility.IsPrefab(go));
}
// Debug.Log(SkinnedMeshUtility.IsPrefab(go));
//}
public static List<MeshUtility.MeshIntegrationResult> Integrate(GameObject prefab)

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@@ -27,6 +27,7 @@ glTF2.0をベースとしており、誰でも自由に利用することがで
## Script Samples
* [UniVRMサンプル](https://github.com/vrm-c/UniVRM/tree/master/Assets/VRM.Samples)
* [UniVRMTest(テストとサンプル)](https://github.com/vrm-c/UniVRMTest)
## Documents

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@@ -27,6 +27,7 @@ VRM is based on glTF2.0. If you comply with the MIT license, you are free to use
## Script Samples
* [UniVRM Samples](https://github.com/vrm-c/UniVRM/tree/master/Assets/VRM.Samples)
* [UniVRMTest](https://github.com/vrm-c/UniVRMTest)
## Documents