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namespace UnityEngine . Formats . Fbx . Exporter
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{
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+ [ System . Serializable ]
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+ public struct StringPair {
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+ private string m_fbxObjectName ;
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+ public string FBXObjectName
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+ {
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+ get { return m_fbxObjectName ; }
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+ set { m_fbxObjectName = value ; }
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+ }
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+ private string m_unityObjectName ;
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+ public string UnityObjectName
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+ {
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+ get { return m_unityObjectName ; }
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+ set { m_unityObjectName = value ; }
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+ }
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+ }
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+
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+ public delegate void HandleUpdate ( FbxPrefab updatedInstance , IEnumerable < GameObject > updatedObjects ) ;
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+
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/// <summary>
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/// This component is applied to a prefab. It keeps the prefab sync'd up
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/// with an FBX file.
@@ -24,22 +42,6 @@ public class FbxPrefab : MonoBehaviour
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[ SerializeField ] // [HideInInspector]
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string m_fbxHistory ;
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- [ System . Serializable ]
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- public struct StringPair {
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- private string m_fbxObjectName ;
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- public string FBXObjectName
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- {
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- get { return m_fbxObjectName ; }
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- set { m_fbxObjectName = value ; }
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- }
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- private string m_unityObjectName ;
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- public string UnityObjectName
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- {
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- get { return m_unityObjectName ; }
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- set { m_unityObjectName = value ; }
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- }
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- }
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-
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[ SerializeField ]
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List < StringPair > m_nameMapping = new List < StringPair > ( ) ;
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@@ -111,7 +113,6 @@ public bool AutoUpdate {
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/// - had a component that was created, destroyed, or updated.
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/// There is no notification for entire objects that were destroyed.
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/// </summary>
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- public delegate void HandleUpdate ( FbxPrefab updatedInstance , IEnumerable < GameObject > updatedObjects ) ;
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/// <summary>
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/// OnUpdate is raised once when an FbxPrefab gets updated, after all the changes
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