private static void LogPlayModeState()
 {
     if (EditorApplication.isPlaying == false && EditorApplication.isCompiling == false)
     {
         LightMapDataSet set = Object.FindObjectOfType <LightMapDataSet>();
         if (set != null)
         {
             //when application stoped, unity will use lightmapasset reset lightmap info ,that will change what we need
             //so we reset lightmap info by custom set
             set.reset();
         }
     }
 }
    private static IEnumerator DoMultiBake()
    {
        LightMapTextures.Clear();

        //part logic from  https://answers.unity.com/questions/61158/beast-lightmap-ignores-light-culling-mask-andor-la.html
        // Get all lights which are active in the scene
        Light[] lights = (from light in (Object.FindObjectsOfType(typeof(Light)) as Light[])
                          where (light.enabled == true && light.gameObject.activeInHierarchy == true)
                          select light).ToArray();

        // Get all the game objects which are active in the scene
        GameObject[] gameObjects = (from go in (Object.FindObjectsOfType(typeof(GameObject)) as GameObject[])
                                    where (go.activeInHierarchy == true &&
                                           (GameObjectUtility.GetStaticEditorFlags(go) & StaticEditorFlags.LightmapStatic) > 0 &&
                                           (go.GetComponent <Renderer>() != null))
                                    select go).ToArray();

        ILookup <int, GameObject> gameObjectGroups = gameObjects.ToLookup(go => (1 << go.layer));



        yield return(null);

        //disable all light and objs
        SetActive(lights, false);
        SetActive(gameObjects, false);


        yield return(_bakeWait);

        foreach (IGrouping <int, GameObject> gameObjectGroup in gameObjectGroups)
        {
            int layerForGroup = gameObjectGroup.Key;

            GameObject[] gameObjectsForLayer = gameObjectGroup.ToArray();
            Light[]      lightsForLayer      = (from light in lights where (light.cullingMask == layerForGroup) select light).ToArray();

            if (lightsForLayer.Length > 0)
            {
                SetActive(lightsForLayer, true);
                SetActive(gameObjectsForLayer, true);

                yield return(_bakeWait);

                UnityEditor.Lightmapping.Bake();



                int indexOffset = LightMapTextures.Count;
                for (int i = 0; i < LightmapSettings.lightmaps.Length; i++)
                {
                    LightmapData lightData = LightmapSettings.lightmaps[i];

                    //resave lightmap texture
                    lightData.lightmapColor = reSaveLightTexture(lightData.lightmapColor, i + indexOffset);
                    lightData.lightmapDir   = reSaveLightTexture(lightData.lightmapDir, i + indexOffset);
                    lightData.shadowMask    = reSaveLightTexture(lightData.shadowMask, i + indexOffset);

                    LightMapTextures.Add(lightData);
                }

                LightmapSettings.lightmaps = new LightmapData[0];
                for (int i = 0; i < gameObjectsForLayer.Length; i++)
                {
                    LightMapDataCtrl ctrl = gameObjectsForLayer[i].FetchComponent <LightMapDataCtrl>();
                    ctrl.SaveLightMapData();
                    ctrl.lightmapIndex += indexOffset; // changeIndexInfo
                }

                yield return(_bakeWait);

                // Disable the objects

                SetActive(lightsForLayer, false);
                SetActive(gameObjectsForLayer, false);
            }
        }
        yield return(_bakeWait);

        // here to bake all light, but with out objs
        //to make light as baked mode
        SetActive(lights, true);
        SetActive(gameObjects, false);
        yield return(_bakeWait);

        UnityEditor.Lightmapping.Bake();
        yield return(_bakeWait);


        //set lightmap back
        LightmapSettings.lightmaps = LightMapTextures.ToArray();

        SetActive(gameObjects, true);


        yield return(_bakeWait);

        GameObject mapRoot = GameObject.Find("Scene");//need a mesh root

        if (mapRoot != null)
        {
            //Serialize custorm data to LightMapDataSet
            LightMapDataCtrl[] ctrls = new LightMapDataCtrl[gameObjects.Length];
            for (int i = 0; i < gameObjects.Length; i++)
            {
                ctrls[i] = gameObjects[i].FetchComponent <LightMapDataCtrl>();
            }
            LightMapDataSet set = mapRoot.FetchComponent <LightMapDataSet>();
            set.Save(ctrls);
            set.reset();

            EditorSceneManager.MarkAllScenesDirty();
        }
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }