- Assets/_Game/ 하위로 게임 에셋 통합 - External/ 패키지 벤더별 분류 (Synty, Animations, UI) - 에셋 네이밍 컨벤션 확립 및 적용 (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등) - pre-commit hook으로 네이밍 컨벤션 자동 검사 추가 - RESTRUCTURE_CHECKLIST.md 작성 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
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//
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// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
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// available at: https://syntystore.com/pages/end-user-licence-agreement
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//
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// For additional details, see the LICENSE.MD file bundled with this software.
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using UnityEngine;
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namespace Synty.SidekickCharacters.Utils
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{
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/// <summary>
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/// A collection of utility methods related to operations on Meshes.
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/// </summary>
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public class MeshUtils
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{
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/// <summary>
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/// Creates and returns a copy of the passed in Mesh.
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/// </summary>
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/// <param name="mesh">The mesh to copy.</param>
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/// <returns>A copy of the passed in Mesh.</returns>
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public static Mesh CopyMesh(Mesh mesh)
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{
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Mesh newMesh = new Mesh
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{
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name = mesh.name,
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vertices = mesh.vertices,
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triangles = mesh.triangles,
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uv = mesh.uv,
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uv2 = mesh.uv2,
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uv3 = mesh.uv3,
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uv4 = mesh.uv4,
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uv5 = mesh.uv5,
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uv6 = mesh.uv6,
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uv7 = mesh.uv7,
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uv8 = mesh.uv8,
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normals = mesh.normals,
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colors = mesh.colors,
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tangents = mesh.tangents,
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boneWeights = mesh.boneWeights,
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bindposes = mesh.bindposes
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};
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return newMesh;
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}
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}
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}
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