/// <summary> /// 生成数据 /// </summary> public SceneTreeData BuildData(ScenePrefabCollection prefabCollection, Dictionary <string, ResExportDesc> dictRes) { var childrenList = new List <int>(); var nodeDatas = new List <SceneTreeNodeData>(); var data = new SceneTreeData(); data.name = _settings.name; data.splitType = _settings.splitType; data.objType = _settings.objType; data.Index = _settings.Index; data.viewDistance = _settings.viewDistance; data.maxItemBoundsSize = _settings.maxItemBoundsSize; var id = 0; VisitNodes(node => node.id = id++); // 生成数据 int n = 0; int nodeCount = id; VisitNodes(node => { EditorUtility.DisplayProgressBar(string.Format("Build data({0}/{1})", n + 1, nodeCount), node.id.ToString(), (float)(n + 1) / nodeCount); // 收集资源 node.CollectRes(dictRes); childrenList.Clear(); var children = node.children; if (null != children) { for (int j = 0; j < children.Length; ++j) { var child = children[j]; if (null == child) { continue; } childrenList.Add(child.id); } } // 数据 var nodeData = new SceneTreeNodeData(); nodeData.id = node.id; nodeData.bounds = node.bounds; if (_settings.objType == SceneTreeObjType.Collider) { nodeData.colliders = node.ExportColliders(); } else { node.ExportObjects(data, nodeData, prefabCollection); } nodeData.children = childrenList.ToArray(); nodeDatas.Add(nodeData); ++n; }); EditorUtility.ClearProgressBar(); data.nodes = nodeDatas.ToArray(); return(data); }
/// <summary> /// 导出对象 /// </summary> public void ExportObjects(SceneTreeData treeData, SceneTreeNodeData nodeData, ScenePrefabCollection prefabCollection) { var objs = new List <SceneTreeNodeObjectData>(); var instances = new List <SceneObjectInstanceData>(); for (int i = 0; i < _items.Length; ++i) { var item = _items[i]; var obj = new SceneTreeNodeObjectData(); obj.go = item.go; obj.trans = item.go.transform; obj.bounds = item.bounds; obj.go.layer = LayerDefine.Invisible; obj.lods = new SceneTreeNodeObjectLodData[item.resDep.lods.Count]; for (int n = 0; n < obj.lods.Length; ++n) { var lod = item.resDep.lods[n]; var renderer = lod.go.GetComponent <Renderer>(); if (null == renderer) { Debug.LogErrorFormat("Null renderer of {0} lod {1}!", item.go.name, n); continue; } var lodData = new SceneTreeNodeObjectLodData(); lodData.resCollection = lod.resCollector.Export(); // Cfg if (null != item.cfg) { if (null != item.cfg.lods && n > 0 && n <= item.cfg.lods.Length) { var lodCfg = item.cfg.lods[n - 1]; lodData.viewDist = lodCfg.viewDist; lodData.isBillboard = lodCfg.isBillboard; } } lodData.mats = renderer.sharedMaterials; obj.lods[n] = lodData; if (0 == n) { obj.renderer = renderer; renderer.enabled = false; } } // 无效对象 if (null == obj.renderer) { continue; } // 显示配置 if (null != item.cfg) { if (item.cfg.usePrefab) { if ((item.objTypeFlag & (1 << (int)SceneTreeObjType.Collider)) != 0) { Debug.LogErrorFormat("Item {0} has collider, can not use prefab!", item.go.name); } else { var prefabId = prefabCollection.AddPrefab(obj); if (prefabId >= 0) { var instance = new SceneObjectInstanceData { prefabId = prefabId, }; instances.Add(instance); // 销毁对象 //if (prefabCollection.GetRefCount(prefabId) > 1) //{ // GameObject.DestroyImmediate(obj.go); // obj.go = null; //} } } } } objs.Add(obj); } nodeData.objects = objs.ToArray(); nodeData.instances = instances.ToArray(); }