1 using UnityEngine;
2 using
UnityEditor;
3
4 namespace
ProceduralToolkit.Editor
5 {
6     
public class MeshFilterExtension
7     {
8         
private const string menuPath = "CONTEXT/MeshFilter/Save Mesh";
9
10         
[MenuItem(menuPath)]
11         
private static void SaveMesh(MenuCommand menuCommand)
12         {
13             
var meshFilter = (MeshFilter) menuCommand.context;
14             
var mesh = meshFilter.sharedMesh;
15
16             
var path = EditorUtility.SaveFilePanelInProject("Save Mesh", mesh.name, "asset", "Save Mesh");
17             
if (string.IsNullOrEmpty(path))
18             {
19                 
return;
20             }
21             AssetDatabase.CreateAsset(Object.Instantiate(mesh), path);
22         }
23
24         
[MenuItem(menuPath, true)]
25         
private static bool SaveMeshTest(MenuCommand menuCommand)
26         {
27             
var meshFilter = (MeshFilter) menuCommand.context;
28             
return meshFilter.sharedMesh != null;
29         }
30     }
31 }


Gõ tìm kiếm nhanh...