33
44namespace UnityEngine . Formats . Fbx . Exporter
55{
6+ [ System . Serializable ]
7+ public struct StringPair {
8+ private string m_fbxObjectName ;
9+ public string FBXObjectName
10+ {
11+ get { return m_fbxObjectName ; }
12+ set { m_fbxObjectName = value ; }
13+ }
14+ private string m_unityObjectName ;
15+ public string UnityObjectName
16+ {
17+ get { return m_unityObjectName ; }
18+ set { m_unityObjectName = value ; }
19+ }
20+ }
21+
22+ public delegate void HandleUpdate ( FbxPrefab updatedInstance , IEnumerable < GameObject > updatedObjects ) ;
23+
624 /// <summary>
725 /// This component is applied to a prefab. It keeps the prefab sync'd up
826 /// with an FBX file.
@@ -24,22 +42,6 @@ public class FbxPrefab : MonoBehaviour
2442 [ SerializeField ] // [HideInInspector]
2543 string m_fbxHistory ;
2644
27- [ System . Serializable ]
28- public struct StringPair {
29- private string m_fbxObjectName ;
30- public string FBXObjectName
31- {
32- get { return m_fbxObjectName ; }
33- set { m_fbxObjectName = value ; }
34- }
35- private string m_unityObjectName ;
36- public string UnityObjectName
37- {
38- get { return m_unityObjectName ; }
39- set { m_unityObjectName = value ; }
40- }
41- }
42-
4345 [ SerializeField ]
4446 List < StringPair > m_nameMapping = new List < StringPair > ( ) ;
4547
@@ -111,7 +113,6 @@ public bool AutoUpdate {
111113 /// - had a component that was created, destroyed, or updated.
112114 /// There is no notification for entire objects that were destroyed.
113115 /// </summary>
114- public delegate void HandleUpdate ( FbxPrefab updatedInstance , IEnumerable < GameObject > updatedObjects ) ;
115116
116117 /// <summary>
117118 /// OnUpdate is raised once when an FbxPrefab gets updated, after all the changes
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