Files
Main/Assets/Editor/SplitTerrain/EditorForm/Part4ConvertMeshToPrefab.cs

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2025-01-25 04:38:09 +08:00
using Thousandto.Core.Asset;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace Thousandto.Editor.Test
{
public partial class SplitTerrainWindow : UnityEditor.EditorWindow
{
private bool _foldOutCreatePrefab = true;
public void DrawCovertToPrefabRegion()
{
var oldColor = GUI.contentColor;
GUI.contentColor = Color.green;
_foldOutCreatePrefab = EditorGUILayout.Foldout(_foldOutCreatePrefab, "将网格obj转成prefab");
GUI.contentColor = oldColor;
if (_foldOutCreatePrefab)
{
GUILayout.BeginVertical();
if (_curTerrainData != null)
{
GUILayout.Box("选择一个或几个需要转成prefab的网格文件", EditorStyles.helpBox, GUILayout.Width(WINDOW_WIDTH), GUILayout.Height(50));
DrawCreatePrefabButton();
}
else
GUILayout.Box("先选择一个Terrain", EditorStyles.helpBox, GUILayout.Width(WINDOW_WIDTH), GUILayout.Height(50));
GUILayout.EndVertical();
}
}
void DrawCreatePrefabButton()
{
DrawSpaceLine();
if (_curTerrainData != null)
{
GUILayout.BeginHorizontal();
if (GUILayout.Button("生成新prefab"))
{
var t = AssetDatabase.LoadAssetAtPath<TerrainData>(_terrainPath);
for (int i = 0; i < Selection.objects.Length; ++i)
{
EditorUtility.DisplayProgressBar("生成prefab", Selection.objects[i].name, i / (float)Selection.objects.Length);
var savedMeshPath = AssetDatabase.GetAssetPath(Selection.objects[i]);
//SetMaterial2(terrain, result);
var mat = SplitTerrain.GetSavedMeshMaterial(_curTerrainData, savedMeshPath);
var savePrefabName = "Mesh_" + Utils.CalcTerrainMeshIndex(savedMeshPath, (int)BlockResolution) + ".prefab";
SplitTerrain.CreateNewUnityMesh(ConfigDefine.GetSavePrefabPath(savePrefabName), savedMeshPath, mat);
//SplitTerrain.SetMaterial(_curTerrainData, AssetDatabase.GetAssetPath(Selection.objects[i]));
}
EditorUtility.ClearProgressBar();
}
if (GUILayout.Button("Load选中的prefab"))
{
var t = AssetDatabase.LoadAssetAtPath<TerrainData>(_terrainPath);
for (int i = 0; i < Selection.objects.Length; ++i)
{
var savedMeshPath = AssetDatabase.GetAssetPath(Selection.objects[i]);
if (!savedMeshPath.EndsWith(".prefab"))
continue;
if (savedMeshPath.IndexOf("Scene") == -1)
continue;
SplitTerrain.ShowPrefab(savedMeshPath);
}
}
if (GUILayout.Button("Load all prefab"))
{
LoadAllTerrainPrefabAndThingPrefab(EditorSceneManager.GetActiveScene().name);
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("Reset lightmap index"))
{
ResetLightmapIndex(EditorSceneManager.GetActiveScene().name);
}
if(GUILayout.Button("Set old ligthmapScaleoffset"))
{
SetOldLightmapScaleOffset();
}
GUILayout.EndHorizontal();
}
}
List<GameObject> LoadAllTerrainPrefabAndThingPrefab(string mapName)
{
List<GameObject> loadedPrefabs = new List<GameObject>();
var dir = ConfigDefine.GetSavePrefabPath(mapName);
if (!Directory.Exists(dir))
dir = dir.Substring(0, dir.LastIndexOf("/"));
var prefabs = Directory.GetFiles(dir, "*.prefab", SearchOption.AllDirectories);
for (int i = 0; i < prefabs.Length; ++i)
{
var instance = (GameObject.Find(Path.GetFileNameWithoutExtension(prefabs[i])));
if (instance == null)
{
var assetGo = AssetDatabase.LoadAssetAtPath<GameObject>(prefabs[i]);
instance = PrefabUtility.InstantiatePrefab(assetGo) as GameObject;
}
var renderers = instance.GetComponentsInChildren<Renderer>();
for (int j = 0; j < renderers.Length; ++j)
{
renderers[j].gameObject.isStatic = true;
}
instance.isStatic = true;
loadedPrefabs.Add(instance);
}
return loadedPrefabs;
}
void ResetLightmapIndex(string mapName)
{
List<GameObject> loadedPrefabs = new List<GameObject>();
var dir = ConfigDefine.GetSavePrefabPath(mapName);
if (!Directory.Exists(dir))
dir = dir.Substring(0, dir.LastIndexOf("/"));
var prefabs = Directory.GetFiles(dir, "*.prefab", SearchOption.AllDirectories);
for (int i = 0; i < prefabs.Length; ++i)
{
var instance = (GameObject.Find(Path.GetFileNameWithoutExtension(prefabs[i])));
if (instance == null)
{
var assetGo = AssetDatabase.LoadAssetAtPath<GameObject>(prefabs[i]);
var script = assetGo.GetComponent<PrefabLightmapInfo>();
if (script != null)
{
var prefabIndex = TerrainConfigLoader.GetIndexFromGameObjectName(assetGo.name);
//var index = TerrainConfigLoader.GenerateLightmapIndex(prefabIndex);
script.SetMeshIndex(prefabIndex);
}
}
else
{
var script = instance.GetComponent<PrefabLightmapInfo>();
if (script != null)
{
var prefabIndex = TerrainConfigLoader.GetIndexFromGameObjectName(instance.name);
//var index = TerrainConfigLoader.GenerateLightmapIndex(prefabIndex);
script.SetMeshIndex(prefabIndex);
}
}
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
void SetOldLightmapScaleOffset()
{
var gos = Selection.gameObjects;
for(int i = 0; i < gos.Length; ++i)
{
var script = gos[i].GetComponent<PrefabLightmapInfo>();
for(int j = 0; script != null && j < script.RendererInfos.Length; ++j)
{
var rendererInfo = script.RendererInfos[j];
rendererInfo.SourceRenderer.lightmapScaleOffset = rendererInfo.OldLightmapScaleOffset;
rendererInfo.SourceRenderer.lightmapIndex = rendererInfo.OldLightmapIndex;
}
}
}
[MenuItem("Test/SetLightmap")]
static void SetLightmap()
{
for(int i = 0; i < Selection.objects.Length; ++i)
{
var path = Selection.objects[i];
var assetGo = AssetDatabase.LoadAssetAtPath<GameObject>(AssetDatabase.GetAssetPath(path));
var script = assetGo.GetComponent<PrefabLightmapInfo>();
if (script != null)
{
var prefabIndex = TerrainConfigLoader.GetIndexFromGameObjectName(assetGo.name);
//var index = TerrainConfigLoader.GenerateLightmapIndex(prefabIndex);
script.SetMeshIndex(prefabIndex);
}
EditorUtility.SetDirty(assetGo);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
}