Add option to manually bind UV map types

This commit is contained in:
VaDiM
2025-03-27 18:11:00 +03:00
parent e8ca265a43
commit e1e43439c3
17 changed files with 381 additions and 349 deletions

View File

@ -37,18 +37,19 @@ namespace AssetStudioGUI
private AssetItem lastPreviewItem;
private DirectBitmap imageTexture;
private string tempClipboard;
private bool isDarkMode;
#region FMODControl
private FMOD.System system;
private FMOD.Sound sound;
private FMOD.Channel channel;
private FMOD.SoundGroup masterSoundGroup;
private FMOD.MODE loopMode = FMOD.MODE.LOOP_OFF;
private byte[] soundBuff;
private uint FMODlenms;
private uint FMODloopstartms;
private uint FMODloopendms;
private float FMODVolume = 0.8f;
private bool isDarkMode;
#endregion
#region SpriteControl
private SpriteMaskMode spriteMaskVisibleMode = SpriteMaskMode.On;
@ -146,6 +147,10 @@ namespace AssetStudioGUI
autoPlayAudioAssetsToolStripMenuItem.Checked = Properties.Settings.Default.autoplayAudio;
FMODinit();
listSearchFilterMode.SelectedIndex = 0;
if (string.IsNullOrEmpty(Properties.Settings.Default.fbxSettings))
{
FBXinitOptions();
}
logger = new GUILogger(StatusStripUpdate);
Logger.Default = logger;
@ -2582,6 +2587,12 @@ namespace AssetStudioGUI
Properties.Settings.Default.Save();
}
private void FBXinitOptions()
{
Properties.Settings.Default.fbxSettings = new Fbx.Settings().ToBase64();
Properties.Settings.Default.Save();
}
#region FMOD
private void FMODinit()
{