using UnityEngine; namespace eDriven.TextureUtilities { public class TextureDescriptor { /// /// The material index (optional) /// public int Index; /// /// The path to load the texture from /// public string Path; /// /// Target texture width /// public int Width; /// /// Target texture height /// public int Height; /// /// Compression /// public bool Compressed; /// /// Mipmaps generation /// public bool DoGenerateMipMaps; /// /// Returned texture /// public Texture2D Texture; public TextureDescriptor(int index, string path, bool compressed, bool doGenerateMipMaps) { Index = index; Path = path; Compressed = compressed; DoGenerateMipMaps = doGenerateMipMaps; } public TextureDescriptor(int index, string path, int width, int height, bool doCompressTexture, bool doGenerateMipMaps) : this(index, path, doCompressTexture, doGenerateMipMaps) { Width = width; Height = height; } public override string ToString() { return string.Format("Index: {0}, TexturePath: {1}, DoCompressTexture: {2}, DoGenerateMipMaps: {3}", Index, Path, Compressed, DoGenerateMipMaps); } } }