#if UNITY_EDITOR && !FUNCELL_LAUNCHER using UnityEngine; namespace Thousandto.Launcher.ExternalLibs { /// /// 子节点的MeshInfo /// public class ChildMesh { private Color[] _colors; public Mesh Mesh { get; set; } public Transform Transform { get; set; } public int LightmapIndex { get; set; } public Vector4 LightmapScaleOffset { get; set; } public int StartIndex { get; set; } public Vector3[] OldVertices { get; private set; } public Vector3[] NewVertices { get; set; } public bool IsDirty { get; set; } //构造函数 public ChildMesh(Transform tran,Mesh mesh, MeshRenderer render) { Transform = tran; Mesh = mesh; _colors = Mesh.colors; if (render != null) { LightmapIndex = render.lightmapIndex; LightmapScaleOffset = render.lightmapScaleOffset; } else { LightmapIndex = -1; LightmapScaleOffset = new Vector4(1, 1, 0, 0); } } } } #endif