UniVRM/Assets/UniGLTF/Editor/MeshUtility/MeshProcessingMessages.cs
2022-05-10 15:31:41 +09:00

55 lines
2.4 KiB
C#

using UniGLTF.M17N;
namespace UniGLTF.MeshUtility
{
public enum MeshProcessingMessages
{
[LangMsg(Languages.ja, "ターゲットオブジェクト")]
[LangMsg(Languages.en, "TargetObject")]
TARGET_OBJECT,
[LangMsg(Languages.ja, "BlendShapeを含むメッシュは分割されます")]
[LangMsg(Languages.en, "Meshes containing BlendShape will be split")]
MESH_SEPARATOR,
[LangMsg(Languages.ja, "メッシュを統合します。BlendShapeを含むメッシュは独立して統合されます")]
[LangMsg(Languages.en, "Generate a single mesh. Meshes w/ BlendShape will be grouped into another one")]
MESH_INTEGRATOR,
[LangMsg(Languages.ja, "静的メッシュを一つに統合します")]
[LangMsg(Languages.en, "Integrate static meshes into one")]
STATIC_MESH_INTEGRATOR,
[LangMsg(Languages.ja, "ボーン(Erase Rootのヒエラルキー)に関連するメッシュを削除します")]
[LangMsg(Languages.en, "Eliminate meshes associated with the bones in EraseRoot hierarchy")]
BONE_MESH_ERASER,
[LangMsg(Languages.ja, "Skinned Meshを選んでください")]
[LangMsg(Languages.en, "Select a skinned mesh")]
SELECT_SKINNED_MESH,
[LangMsg(Languages.ja, "Erase Rootを選んでください")]
[LangMsg(Languages.en, "Select a erase root")]
SELECT_ERASE_ROOT,
[LangMsg(Languages.ja, "GameObjectを選んでください")]
[LangMsg(Languages.en, "Select a GameObject first")]
NO_GAMEOBJECT_SELECTED,
[LangMsg(Languages.ja, "GameObjectにスキンメッシュが含まれていません")]
[LangMsg(Languages.en, "No skinned mesh is contained")]
NO_SKINNED_MESH,
[LangMsg(Languages.ja, "GameObjectに静的メッシュが含まれていません")]
[LangMsg(Languages.en, "No static mesh is contained")]
NO_STATIC_MESH,
[LangMsg(Languages.ja, "GameObjectにスキンメッシュ・静的メッシュが含まれていません")]
[LangMsg(Languages.en, "Skinned/Static mesh is not contained")]
NO_MESH,
[LangMsg(Languages.ja, "ターゲットオブジェクトはVRMモデルです。`VRM0-> MeshIntegrator`を使ってください")]
[LangMsg(Languages.en, "Target object is VRM model, use `VRM0 -> MeshIntegrator` instead")]
VRM_DETECTED,
}
}