#if UNITY_EDITOR using UnityEngine; using UnityEditor; namespace AutoLOD.MeshDecimator { public enum MeshDecimatorBackend { Fast = 0, HighQuality } public class AutoLODProperties : Editor { public Renderer _target; public bool _customSettings = false; public MeshDecimatorBackend _backend = MeshDecimatorBackend.HighQuality; public bool _foldout = false; public bool _lodGroupFoldout = false; public int _lodLevels = 4; public float _reductionRate = 2f; public bool _autoReductionRate = true; public float _performance = 0.5f; public float _relativeHeightCulling = 0.002f; public bool _flatShading = false; public bool _writeMeshOnDisk; public string _filePath; private void OnEnable() { _filePath = (EditorPrefs.GetString("autolodDefaultExportFolder", "Assets/AutoLOD/Generated")).Replace("//", "/"); if (_filePath.StartsWith("Assets/")) _filePath = _filePath.Substring(7); } public void Apply(AutoLODProperties other) { _customSettings = false; _backend = other._backend; _foldout = false; _lodGroupFoldout = false; _lodLevels = other._lodLevels; _reductionRate = other._reductionRate; _autoReductionRate = other._autoReductionRate; _performance = other._performance; _relativeHeightCulling = other._relativeHeightCulling; _flatShading = other._flatShading; _writeMeshOnDisk = other._writeMeshOnDisk; _filePath = other._filePath; } } } #endif