73 lines
1.9 KiB
C#
73 lines
1.9 KiB
C#
using System;
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using UwaProjScan;
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using UnityEngine;
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using RuleID = UwaProjScan.ScanRuleFixer.Rule.SceneCheck;
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using UnityEditor;
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namespace UwaProjScan.ScanRuleFixer
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{
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class Scene_StaticRigidBody : IRuleFixer<RuleID.Scene_StaticRigidBody>
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{
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public bool Fix(string hierachy)
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{
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Rigidbody rigidbody;
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GameObject go = GameObject.Find(hierachy);
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rigidbody = go.GetComponent<Rigidbody>();
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if (rigidbody)
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UnityEngine.Object.DestroyImmediate(rigidbody);
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return true;
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}
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}
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class ShadowSolution: IRuleFixer<RuleID.Scene_ShadowResolution>
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{
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public bool Fix(string hierachy)
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{
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try
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{
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Light light = new Light();
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GameObject go = GameObject.Find(hierachy);
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light = go.GetComponent<Light>();
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light.shadowResolution = UnityEngine.Rendering.LightShadowResolution.FromQualitySettings;
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}catch(Exception e)
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{
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Debug.LogError(e.ToString());
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return false;
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}
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return true;
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}
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}
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class CameraRenderingPath : IRuleFixer<RuleID.Scene_RenderingPath>
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{
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public bool Fix(string hierachy)
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{
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Camera cam = new Camera();
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GameObject go = GameObject.Find(hierachy);
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cam = go.GetComponent<Camera>();
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cam.renderingPath = RenderingPath.UsePlayerSettings;
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return true;
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}
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}
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class Scene_RealtimeGI : IRuleFixer<RuleID.Scene_RealtimeGI>
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{
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public bool Fix(string Nothing)
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{
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Lightmapping.realtimeGI = false;
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return true;
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}
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}
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class MobileFog : IRuleFixer<RuleID.Editor_MobileFog>
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{
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public bool Fix(string Nothing)
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{
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RenderSettings.fog = false;
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return true;
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}
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}
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}
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