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