Anima2D.SpriteMeshCache.ApplyChanges C# (CSharp) Method

ApplyChanges() public method

public ApplyChanges ( ) : void
return void
		public void ApplyChanges()
		{
			if(spriteMeshData)
			{
				spriteMeshData.vertices = m_TexVertices.ToArray();
				spriteMeshData.boneWeights = boneWeights.ToArray();
				spriteMeshData.edges = indexedEdges.ToArray();
				spriteMeshData.holes = holes.ConvertAll( h => h.vertex ).ToArray();
				spriteMeshData.indices = indices.ToArray();
				spriteMeshData.bindPoses = bindPoses.ToArray();
				spriteMeshData.pivotPoint = pivotPoint;

				SpriteMeshUtils.DestroyBlendShapes(spriteMeshData,false,"");

				SetBlendShapesFromCache();

				EditorUtility.SetDirty(spriteMeshData);

				string spriteAssetPath = AssetDatabase.GetAssetPath(spriteMesh.sprite);
				SpriteMeshUtils.UpdateAssets(spriteMesh,spriteMeshData);
				AssetDatabase.SaveAssets();
				AssetDatabase.Refresh();
				TextureImporter textureImporter = AssetImporter.GetAtPath(spriteAssetPath) as TextureImporter;
				textureImporter.userData = textureImporter.assetTimeStamp.ToString();
				AssetDatabase.StartAssetEditing();
				AssetDatabase.ImportAsset(spriteAssetPath);
				AssetDatabase.StopAssetEditing();
				isDirty = false;
			}
			
			if(spriteMeshInstance)
			{
				SpriteMeshUtils.UpdateRenderer(spriteMeshInstance,false);
			}
		}