SubstanceImporter Substance导入器
Inherits from AssetImporter
Substance importer lets you access the imported Procedural Material instances.
SubstanceImporter让你可以访问导入到程序材质实例。
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
注意:这是一个编辑器类,如果想使用它你需要把它放到工程目录下的Assets/Editor文件夹下。编辑器类在UnityEditor命名空间下。所以当使用C#脚本时,你需要在脚本前面加上 "using UnityEditor"引用。
Functions函数
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Get a list of the names of the Procedural Material prototypes in the package.
获取包中程序材料原型的名称列表。 -
Get the number of Procedural Material instances.
获取程序材料实例数。 -
Get an array with the Procedural Material instances.
获取程序材料实例的数组。 -
Clones an existing Procedural Material instance.
克隆一个现有的程序的材料实例。 -
Instantiate a new Procedural Material instance from a prototype.
从原型实例一个新的程序材质实例。 -
Destroy an existing Procedural Material instance.
销毁已存在的程序材质实例。 -
Resets the Procedural Material to its default values.
重设该程序材质到它的默认值。 -
Rename an existing Procedural Material instance.
重命名已存在的程序材质实例。 -
After modifying the shader of a Procedural Material, call this function to apply the changes to the importer.
修改程序材质着色器之后,调用这个函数来应用更改到导入器。 -
Get the material offset, which is used for all the textures that are part of this Procedural Material.
获取材质偏移,用于这个程序材质部分的所有纹理。 -
Set the material offset, which is used for all the textures that are part of this Procedural Material.
设置材质偏移,用于这个程序材质部分的所有纹理。 -
Get the material scale, which is used for all the textures that are part of this Procedural Material.
获取材质缩放,用于这个程序材质部分的所有纹理。 -
Set the material scale, which is used for all the textures that are part of this Procedural Material.
设置材质缩放,用于这个程序材质部分的所有纹理。 -
Checks if the Procedural Material will be generated at load time.
在加载时检查程序材质是否会生成。 -
Specifies if the Procedural Material will be generated at load time.
指定该程序材质是否在加载时生成。 -
Get the alpha source of the given texture in the Procedural Material.
获取该程序材质给定纹理的alpha源。 -
Set the alpha source of the given texture in the Procedural Material.
设置该程序材质给定纹理的alpha源。
Inherited members继承成员
Inherited Variables继承变量
-
The path name of the asset for this importer (Read Only)
用于这个导入器,资源的路径名(只读)。
-
The name of the object. //物体的名字
-
Should the object be hidden, saved with the scene or modifiable by the user?
物体是否被隐藏、保存在场景中或被用户修改?
Inherited Functions继承函数
-
Returns the instance id of the object.
返回物体的实例ID -
Returns the name of the game object.
返回游戏物体的名称。
Inherited Class Functions继承类函数
-
Retrieves the asset importer for the asset at path.
为所在路径的资源,导入器重新获取资源。
-
Does the object exist?
物体是否存在? -
Clones the object original and returns the clone.
克隆原始物体,并返回克隆的物体 -
-
Removes a gameobject, component or asset.
删除一个游戏物体、组件或资源 -
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
立即销毁物体obj,强烈建议使用Destroy代替。 -
Returns a list of all active loaded objects of Type type.
返回Type类型的所有激活的加载的物体列表 -
Returns the first active loaded object of Type type.
返回Type类型第一个激活的加载的物体。 -
Compares if two objects refer to the same
比较如果两个物体相同 -
Compares if two objects refer to a different object
比较如果两个物体不同 -
Makes the object target not be destroyed automatically when loading a new scene.
加载新场景的时候使目标物体不被自动销毁。
最后修改:2011年9月27日 Tuesday 11:22