2025-04-25 21:14:54 +09:00

114 lines
5.9 KiB
C#

using UniGLTF.M17N;
namespace UniGLTF.MeshUtility
{
public enum MeshUtilityMessages
{
[LangMsg(Languages.ja, "ターゲットオブジェクト")]
[LangMsg(Languages.en, "TargetObject")]
TARGET_OBJECT,
[LangMsg(Languages.ja, @"凍結 > 統合 > 分割 という一連の処理を実行します。
[凍結]
- Mesh
- BlendShape Mesh
[統合]
- MeshRenderer SkinnedMeshRenderer SkinnedMeshRenderer
[分割]
- BlendShape
[Scene と Prefab]
Scene Prefab
(Scene/Runtime)
- UNDO可能
- Asset Unityを再起動すると Mesh Asset
(Prefab/Editor)
- prefab Asset
- Asset
- Undo
")]
[LangMsg(Languages.en, @"
Separate the mesh attached to the SkinnedMeshRenderer under the target object with or without BlendShape.
* Asset: A new Mesh Asset will be created in the same folder as the original. Example: Original-> Original_WithBlendShape.mesh & Original_WithoutBlendShape.mesh
* Scene: In the copied hierarchy, the split Mesh is replaced with a Mesh that holds the BlendShape, and a SkinnedMeshRenderer with a Mesh without BlendShape is added.
")]
MESH_UTILITY,
[LangMsg(Languages.ja, "ブレンドシェイプの有無で分割する")]
[LangMsg(Languages.en, "Divide by the presence or absence of `blendshape`")]
MESH_SEPARATOR_BY_BLENDSHAPE,
// [LangMsg(Languages.ja, @"ターゲットオブジェクト下の SkinnedMeshRenderer または MeshFilter にアタッチされたメッシュを統合します。
// * Asset: Assets/MeshIntegrated.mesh が作成されます(上書きされるので注意してください)。
// * Scene: コピーされたヒエラルキーでは、統合された Mesh は除去されます。新しく MeshIntegrator ノードが追加されます。
// * VRMではBlendShapeClipの統合など追加の処理が必要です。`VRM0-MeshIntegratorWizard` を使ってください。
// ")]
// [LangMsg(Languages.en, @"Integrates the attached mesh into the SkinnedMeshRenderer or MeshFilter under the target object.
// * Asset: Assets/MeshIntegrated.mesh is created (note that it will be overwritten).
// * Scene: In the copied hierarchy, the integrated mesh is removed. A new MeshIntegrator node is added.
// * VRM requires additional processing such as BlendShapeClip integration. Use the `VRM0-MeshIntegratorWizard` integration feature.
// ")]
// MESH_INTEGRATOR,
// // [LangMsg(Languages.ja, "静的メッシュを一つに統合します")]
// // [LangMsg(Languages.en, "Integrate static meshes into one")]
// // STATIC_MESH_INTEGRATOR,
// [LangMsg(Languages.ja, @"指定された SkinnedMeshRenderer から、指定されたボーンに対する Weight を保持する三角形を除去します。
// * Asset: 元の Mesh と同じフォルダに、三角形を除去した Mesh を保存します。
// * Scene: コピーされたヒエラルキーでは、三角形が除去された Mesh に差し替えられます。
// ")]
// [LangMsg(Languages.en, @"Removes the triangle that holds the weight for the specified bone from the specified SkinnedMeshRenderer.
// * Assets: Save the mesh with the triangles removed in the same folder as the original mesh.
// * Scene: In the copied hierarchy, it will be replaced with a Mesh with the triangles removed.
// ")]
// BONE_MESH_ERASER,
[LangMsg(Languages.ja, "Skinned Meshを選んでください")]
[LangMsg(Languages.en, "Select a skinned mesh")]
SELECT_SKINNED_MESH,
// [LangMsg(Languages.ja, "Erase Rootを選んでください")]
// [LangMsg(Languages.en, "Select a erase root")]
// SELECT_ERASE_ROOT,
[LangMsg(Languages.ja, "GameObjectを選んでください")]
[LangMsg(Languages.en, "Select a GameObject first")]
NO_GAMEOBJECT_SELECTED,
[LangMsg(Languages.ja, "GameObjectにスキンメッシュが含まれていません")]
[LangMsg(Languages.en, "No skinned mesh is contained")]
NO_SKINNED_MESH,
// [LangMsg(Languages.ja, "GameObjectに静的メッシュが含まれていません")]
// [LangMsg(Languages.en, "No static mesh is contained")]
// NO_STATIC_MESH,
[LangMsg(Languages.ja, "GameObjectにスキンメッシュ・静的メッシュが含まれていません")]
[LangMsg(Languages.en, "Skinned/Static mesh is not contained")]
NO_MESH,
[LangMsg(Languages.ja, "BlendShapeClipが不整合を起こすので、`VRM0-> MeshIntegrator`を使ってください")]
[LangMsg(Languages.en, "Because BlendShapeClip causes inconsistency , use `VRM0 -> MeshIntegrator` instead")]
VRM_DETECTED,
[LangMsg(Languages.ja, "対象は, Prefab Asset です。実行時に書き出しファイルの指定があります。")]
[LangMsg(Languages.en, "The target is prefab asset. A temporary file is specified during execution.")]
PREFAB_ASSET,
[LangMsg(Languages.ja, "対象は, Prefab Instance です。Unpack されます。")]
[LangMsg(Languages.en, "The target is prefab asset. A temporary file is specified during execution.")]
PREFAB_INSTANCE,
}
}