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Unity/Scripts/UX/Core/UXMeshRenderer.cs
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58
Unity/Scripts/UX/Core/UXMeshRenderer.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using BITKit;
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using BITKit.SubSystems;
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using UnityEngine.UIElements;
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using Cysharp.Threading.Tasks;
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using System.Threading.Tasks;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.UIElements;
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#endif
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namespace BITKit.UX
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{
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public class UXMeshRenderer : UXElement<VisualElement>
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{
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[Header(Constant.Header.Settings)]
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public Transform model;
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public override void OnStart()
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{
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base.OnStart();
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CreateTexture();
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}
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public async void CreateTexture()
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{
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//visualElement.style.backgroundImage = new(Background.FromTexture2D(texture));
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visualElement.style.backgroundImage = new(await MeshRendering.Create(model));
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}
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}
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#if UNITY_EDITOR
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//[CustomEditor(typeof(UXMeshRenderer))]
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public class UXMeshRendererInspector : BITInspector<UXMeshRenderer>
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{
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public override VisualElement CreateInspectorGUI()
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{
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CreateSubTitle(Constant.Header.Gameobjects);
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var document = root.Create<PropertyField>();
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CreateSubTitle(Constant.Header.Settings);
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var model = root.Create<PropertyField>();
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var button = root.Create<Button>();
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model.BindProperty(serializedObject.FindProperty(nameof(UXMeshRenderer.model)));
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button.text = "Create";
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button.clicked += () =>
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{
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if (EditorApplication.isPlaying)
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{
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agent.CreateTexture();
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}
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};
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return root;
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}
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}
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#endif
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}
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