Example #1
0
    private void LoadAssetWithPlayerLight(SceneConfig.LightmapsConfig lightmapConf)
    {
        if (string.IsNullOrEmpty(lightmapConf._LightmapAssetName))
        {
            HobaDebuger.Log("this scenes 's lightmap asset name is null ,please check resources");
            return;
        }

        var loadedSceneId = _CurSceneGuid;
        Action <UnityEngine.Object> callback = (asset) =>
        {
            if (loadedSceneId != _CurSceneGuid)
            {
                HobaDebuger.LogWarning("the asset being loaded is not belong to this scene ");
                return;
            }
            LightMapAsset lightmapAsset = asset as LightMapAsset;

            if (null == lightmapAsset)
            {
                HobaDebuger.LogWarning("Lightmap asset loaded failed  ! ");
                return;
            }
            _PlayerLightmapBundleAsset = lightmapAsset;

            #region 预加载的物件光照信息补全

            List <int> tempList = new List <int>();
            for (int i = 0; i < lightmapConf._MeshLightmapInfos.Length; i++)
            {
                if (null != lightmapConf._MeshLightmapInfos[i]._Renderer)
                {
                    if (!tempList.Contains(lightmapConf._MeshLightmapInfos[i]._LightmapIndex))
                    {
                        tempList.Add(lightmapConf._MeshLightmapInfos[i]._LightmapIndex);
                    }
                    lightmapConf._MeshLightmapInfos[i]._Renderer.lightmapIndex       = lightmapConf._MeshLightmapInfos[i]._LightmapIndex;
                    lightmapConf._MeshLightmapInfos[i]._Renderer.lightmapScaleOffset = lightmapConf._MeshLightmapInfos[i]._LightmapScaleOffset;
                }
            }
            for (int i = 0; i < lightmapConf._TerrainLightmapInfos.Length; i++)
            {
                if (null != lightmapConf._TerrainLightmapInfos[i]._Terrain)
                {
                    if (!tempList.Contains(lightmapConf._TerrainLightmapInfos[i]._LightmapIndex))
                    {
                        tempList.Add(lightmapConf._TerrainLightmapInfos[i]._LightmapIndex);
                    }

                    lightmapConf._TerrainLightmapInfos[i]._Terrain.lightmapIndex       = lightmapConf._TerrainLightmapInfos[i]._LightmapIndex;
                    lightmapConf._TerrainLightmapInfos[i]._Terrain.lightmapScaleOffset = lightmapConf._TerrainLightmapInfos[i]._LightmapScaleOffset;
                }
            }

            for (int i = 0; i < tempList.Count; i++)
            {
                int v = _LightmapIdx2RefCountDic[tempList[i]];
                if (0 == v)
                {
                    _IsLightmapsUpdated = true;
                }
                _LightmapIdx2RefCountDic[tempList[i]] = v + 1;
            }
            UpdateLightmaps();
            #endregion 预加载的物件光照信息补全
            // if (EntryPoint.Instance._UsingStaticBatching)
            //   CUnityHelper.StaticBatching(gameObject);
        };

        CAssetBundleManager.AsyncLoadResource(lightmapConf._LightmapAssetName, callback, false, "scenes");
    }
Example #2
0
    private IEnumerable DoCheckTerrains(string prefabName, GameObject scenePrefab)
    {
        var _Config = scenePrefab.GetComponent <SceneConfig>();

        if (null == _Config)
        {
            yield break;
        }

        List <TerrainsManager.CTerrainEntry> _CurrentSceneTerrain = new List <TerrainsManager.CTerrainEntry>();

        SceneConfig.LightmapsConfig cacheTerrainConfig = _Config._LightmapConfig;
        int curTerrainCount = cacheTerrainConfig._TerrainLightmapInfos.Length;

        _CurrentSceneTerrain.Clear();
        for (int i = 0; i < curTerrainCount; i++)
        {
            Terrain terrain = cacheTerrainConfig._TerrainLightmapInfos[i]._Terrain;
            if (terrain == null)
            {
                continue;
            }
            if (terrain.terrainData != null)
            {
                TerrainsManager.CTerrainEntry entry = new TerrainsManager.CTerrainEntry();
                entry.TerrainComp = terrain;
                entry.Position    = terrain.transform.position;
                entry.SizeH       = (terrain.terrainData.size.x + terrain.terrainData.size.z) * 0.5f;

                _CurrentSceneTerrain.Add(entry);
            }
        }

        //检查terrainData
        if (_CurrentSceneTerrain.Count > 0)         //有分块
        {
            int count = 0;
            int total = _CurrentSceneTerrain.Count;
            foreach (var entry in _CurrentSceneTerrain)
            {
                string      name        = entry.TerrainComp.name;
                TerrainData terrainData = entry.TerrainComp.terrainData;

                ++count;

                string shortName = System.IO.Path.GetFileNameWithoutExtension(prefabName);
                GameDataCheckMan.Instance.SetDesc(string.Format("{0} 检查Terrain: {1}", shortName, name));
                GameDataCheckMan.Instance.SetPartProgress((float)count / total);
                yield return(null);


                //会导致basemap过大
                if (terrainData.baseMapResolution > TerrainBaseMapSizeLimit)
                {
                    //AddErrorStringFormat(shortName, "{0} 的 terrain {1} 的 BaseTextureResolution 为 {2}, 大于 {3},建议减小到{4}以内!\n", prefabName, name, terrainData.baseMapResolution, TerrainBaseMapSizeLimit, TerrainBaseMapSizeLimit);
                }

                for (int i = 0; i < terrainData.splatPrototypes.Length; ++i)
                {
                    var splat = terrainData.splatPrototypes[i];
                    var tex   = splat.texture;

                    if (tex != null)
                    {
                        //if (tex.width > 512 || tex.height > 512)
                        //    _ErrorString += string.Format("{0} terrain 的 splatTexture 大小 大于 512,建议减小到512以内: {1}\n", prefabName, tex.name);

                        bool   bValid   = true;
                        string errorMsg = "";
                        for (int level = 0; level < tex.mipmapCount; ++level)
                        {
                            if (!CUnityUtil.CanGetPixel32(tex, level, out errorMsg))
                            {
                                bValid = false;
                                break;
                            }
                        }

                        if (!bValid)
                        {
                            AddErrorStringFormat(shortName, "{0} 的 terrain {1}  的 splatTexture {2} 无法读取像素,请确保Texture开启read/write权限: {3}, Message:{4}\n", prefabName, name, i, tex.name, errorMsg);
                        }
                        //else
                        //    _ErrorString += string.Format("{0} terrain 的 splatTexture {1} 正常读取像素: {2}\n", prefabName, i, tex.name);
                    }
                    else
                    {
                        AddErrorStringFormat(shortName, "{0} 的 terrain {1} 的 splatTexture {2} 为空!\n", prefabName, name, i);
                    }
                }

                if (terrainData.alphamapLayers > 4)
                {
                    AddErrorStringFormat(shortName, "{0} 的 terrain {1} 的 alphamapLayers 大于 4,必须减小到4以内!\n", prefabName, name);
                }

                if (terrainData.alphamapResolution > TerrainBaseMapSizeLimit)
                {
                    //AddErrorStringFormat(shortName, "{0} 的 terrain {1} 的 ControlTextureResolution 为{2}, 大于 {3},建议减小到 {4}以内!\n", prefabName, name, terrainData.alphamapResolution, TerrainBaseMapSizeLimit, TerrainBaseMapSizeLimit);
                }

                for (int i = 0; i < terrainData.alphamapTextures.Length; ++i)
                {
                    var tex = terrainData.alphamapTextures[i];
                    if (tex != null)
                    {
                        //if (tex.width > TerrainBaseMapSizeLimit || tex.height > TerrainBaseMapSizeLimit)
                        //    _ErrorString += string.Format("{0} 的 terrain {1} 的 alphamapTexture 长宽 大于 {2},建议减小到{3}以内: 宽:{4} 高:{5} {6}\n", prefabName, name, TerrainBaseMapSizeLimit, TerrainBaseMapSizeLimit, tex.width, tex.height, tex.name);
                    }
                    else
                    {
                        AddErrorStringFormat(shortName, "{0} 的 terrain {1} 的 alphamapTexture {2} 为空!\n", prefabName, name, i);
                    }
                }

                if (terrainData.detailPrototypes != null && terrainData.detailPrototypes.Length > 0)
                {
                    AddErrorStringFormat(shortName, "{0} 的 terrain {1} 包含detailMap(草地??) 个数: {2},建议去掉!\n", prefabName, name, terrainData.detailPrototypes.Length);
                }
            }
        }
        else
        {
            List <GameObject> rendererList = new List <GameObject>();
            CUnityUtil.FindChildLeaf(typeof(Terrain), scenePrefab, rendererList);

            //检查terrainData
            int count = 0;
            int total = rendererList.Count;
            foreach (var go in rendererList)
            {
                Terrain terrain = go.GetComponent <Terrain>();

                string      name        = terrain.name;
                TerrainData terrainData = terrain.terrainData;

                ++count;

                string shortName = System.IO.Path.GetFileNameWithoutExtension(prefabName);
                GameDataCheckMan.Instance.SetDesc(string.Format("{0} 检查Terrain: {1}", shortName, name));
                GameDataCheckMan.Instance.SetPartProgress((float)count / total);
                yield return(null);

                //会导致basemap过大
                if (terrainData.baseMapResolution > TerrainBaseMapSizeLimit)
                {
                    //AddErrorStringFormat(shortName, "{0} 的 terrain {1} 的 BaseTextureResolution 大于 {2},建议减小到{3}以内!\n", prefabName, name, TerrainBaseMapSizeLimit, TerrainBaseMapSizeLimit);
                }

                for (int i = 0; i < terrainData.splatPrototypes.Length; ++i)
                {
                    var splat = terrainData.splatPrototypes[i];
                    var tex   = splat.texture;
                    if (tex != null)
                    {
                        //if (tex.width > 512 || tex.height > 512)
                        //    _ErrorString += string.Format("{0} terrain 的 splatTexture 大小 大于 512,建议减小到512以内: {1}\n", prefabName, tex.name);

                        bool   bValid   = true;
                        string errorMsg = "";
                        for (int level = 0; level < tex.mipmapCount; ++level)
                        {
                            if (!CUnityUtil.CanGetPixel32(tex, level, out errorMsg))
                            {
                                bValid = false;
                                break;
                            }
                        }

                        if (!bValid)
                        {
                            AddErrorStringFormat(shortName, "{0} 的 terrain {1} 的 splatTexture {2} 无法读取像素,请确保Texture开启read/write权限: {3}, Message: {4}\n", prefabName, name, i, tex.name, errorMsg);
                        }
                        //else
                        //    _ErrorString += string.Format("{0} terrain 的 splatTexture {1} 正常读取像素: {2}\n", prefabName, i, tex.name);
                    }
                    else
                    {
                        AddErrorStringFormat(shortName, "{0} 的 terrain {1} 的 splatTexture {2} 为空!\n", prefabName, name, i);
                    }
                }

                if (terrainData.alphamapLayers > 4)
                {
                    AddErrorStringFormat(shortName, "{0} 的 terrain {1} 的 alphamapLayers 大于 4,必须减小到4以内!\n", prefabName, name);
                }

                if (terrainData.alphamapResolution > TerrainBaseMapSizeLimit)
                {
                    //AddErrorStringFormat(shortName, "{0} 的 terrain {1} 的 ControlTextureResolution 大于 {2},建议减小到{3}以内!\n", prefabName, name, TerrainBaseMapSizeLimit, TerrainBaseMapSizeLimit);
                }

                for (int i = 0; i < terrainData.alphamapTextures.Length; ++i)
                {
                    var tex = terrainData.alphamapTextures[i];
                    if (tex != null)
                    {
                        //if (tex.width > TerrainBaseMapSizeLimit || tex.height > TerrainBaseMapSizeLimit)
                        //    _ErrorString += string.Format("{0} terrain 的 alphamapTextures大小 大于 {1},建议减小到{2}以内: {3}\n", prefabName, TerrainBaseMapSizeLimit, TerrainBaseMapSizeLimit, tex.name);
                    }
                    else
                    {
                        AddErrorStringFormat(shortName, "{0} 的 terrain {1} 的 alphamapTexture {2} 为空!\n", prefabName, name, i);
                    }
                }

                if (terrainData.detailPrototypes != null && terrainData.detailPrototypes.Length > 0)
                {
                    AddErrorStringFormat(shortName, "{0} 的 terrain {1} 包含detailMap(草地??) 个数: {2},建议去掉!\n", prefabName, name, terrainData.detailPrototypes.Length);
                }
            }
        }

        yield return(null);
    }