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add UI for export options
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Assets/FbxExporters/Editor/ExportModelSettings.cs

Lines changed: 15 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -13,13 +13,26 @@ public override void OnInspectorGUI ()
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{
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var exportSettings = ((ExportModelSettings)target).info;
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//exportSettings.info.test = EditorGUILayout.TextField (exportSettings.info.test);
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GUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(new GUIContent("Export Format:", "Export the FBX file in the standard binary format." +
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" Select ASCII to export the FBX file in ASCII format."), GUILayout.Width(LabelWidth - FieldOffset));
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exportSettings.exportFormat = (ExportModelSettingsSerialize.ExportFormat)EditorGUILayout.Popup((int)exportSettings.exportFormat, new string[]{ "ASCII", "Binary" });
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(new GUIContent("Include:", "Select whether to export models, animation or both."), GUILayout.Width(LabelWidth - FieldOffset));
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exportSettings.include = (ExportModelSettingsSerialize.Include)EditorGUILayout.Popup((int)exportSettings.include, new string[]{"Model(s) Only", "Animation Only", "Model(s) + Animation"});
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(new GUIContent("LOD level:", "Select which LOD to export."), GUILayout.Width(LabelWidth - FieldOffset));
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exportSettings.lodLevel = (ExportSettings.LODExportType)EditorGUILayout.Popup((int)exportSettings.lodLevel, new string[]{"All", "Highest", "Lowest"});
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(new GUIContent("Object(s) Position:", "Select an option for exporting object's transform."), GUILayout.Width(LabelWidth - FieldOffset));
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exportSettings.objectPosition = (ExportModelSettingsSerialize.ObjectPosition)EditorGUILayout.Popup((int)exportSettings.objectPosition, new string[]{"Local Centered", "World Absolute", "Local Pivot"});
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GUILayout.EndHorizontal();
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}
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}
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