void Remove(tmTextureRenderBase render)
 {
     if (renderRefs.Remove(render))
     {
         RetainCount--;
     }
 }
 void Add(tmTextureRenderBase render)
 {
     if (renderRefs.Add(render))
     {
         RetainCount++;
     }
 }
Exemple #3
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    public tmBatchedInstance BatchObject(tmBatchObject bo, Transform root, bool move = true)
    {
        if (bo.BatchInstance != null || bo.Mesh == null || bo.Material == null)
        {
            CustomDebug.LogError("invalid batch object : " + bo.name
                                 + "  reason: instance:" + (bo.BatchInstance != null)
                                 + ", mesh:" + (bo.Mesh == null)
                                 + ", material:" + (bo.Material == null),
                                 bo);
            return(null);
        }

        move = root == null;

        if (root == null)
        {
            root = transform;
        }

        bool   needSkin = (bo.BatchingType == tmBatchingType.Skinning);
        string key      = "" + root.GetInstanceID() + bo.Material.GetInstanceID() + needSkin;
        List <tmBatchedInstance> batches = null;

        if (batchTable.ContainsKey(key))
        {
            batches = batchTable[key];
        }
        else
        {
            batches = new List <tmBatchedInstance>();
            batchTable.Add(key, batches);
        }

        tmBatchedInstance availibleBatch = null;

        foreach (tmBatchedInstance batch in batches)
        {
            if (batch.CanAdd(bo))
            {
                availibleBatch = batch;
                break;
            }
        }

        if (availibleBatch == null)
        {
            GameObject go = new GameObject();
            go.transform.parent        = root;
            go.transform.localPosition = Vector3.zero;
            go.name  = "Batch_" + root.name + "_" + bo.Material.name.Replace(tk2dSpriteCollectionData.internalResourcePrefix, "") + "_" + needSkin;
            go.layer = bo.gameObject.layer;

            availibleBatch                = needSkin ? go.AddComponent <tmSkinnedBatchedInstance>() : go.AddComponent <tmBatchedInstance>();
            availibleBatch.shouldMove     = move;
            availibleBatch.SharedMaterial = bo.Material;

            tmTextureRenderBase original = bo.GetComponent <tmTextureRenderBase>();
            if (original)
            {
                tmBatchRender render = go.AddComponent <tmBatchRender>();
                render.MainTexCollectionGUID  = original.MainTexCollectionGUID;
                render.MainTextureID          = original.MainTextureID;
                render.LightmapCollectionGUID = original.LightmapCollectionGUID;
                render.LightmapTextureID      = original.LightmapTextureID;
                render.Material = original.Material;
            }

            batches.Add(availibleBatch);
            availibleBatch.OnDestroyEvent += () => batches.Remove(availibleBatch);
        }

        if (availibleBatch != null)
        {
            availibleBatch.Add(bo);
        }

        return(availibleBatch);
    }
Exemple #4
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    public static void Convert(GameObject target)
    {
        //			GameObject target = Selection.activeGameObject;
        Mesh       mesh      = null;
        MeshFilter mf        = target.GetComponent <MeshFilter>();
        bool       isSkinned = false;

        if (mf != null)
        {
            mesh = mf.sharedMesh;
        }
        else
        {
            SkinnedMeshRenderer smr = target.GetComponent <SkinnedMeshRenderer>();
            if (smr != null)
            {
                isSkinned = true;
                mesh      = smr.sharedMesh;
            }
        }

        int index = 0;

        for (int i = 0; i < target.GetComponent <Renderer>().sharedMaterials.Length; i++)
        {
            Material mat  = target.GetComponent <Renderer>().sharedMaterials[i];
            Texture  main = mat.mainTexture;

            Texture lightmap = mat.GetLightmapTexture();
            if (mat.name.Equals("Shadows_LOW"))
            {
                main = AssetUtility.GetAssetsAtPath <Texture2D>("Obstacles/Shadow_LOW")[0];
                mat  = AssetUtility.GetAssetsAtPath <Material>("Materials/Shadows")[0];
            }
            if (mat.name.Equals("Shadows_MEDIUM"))
            {
                main = AssetUtility.GetAssetsAtPath <Texture2D>("Obstacles/Shadow_MEDIUM")[0];
                mat  = AssetUtility.GetAssetsAtPath <Material>("Materials/Shadows")[0];
            }

            GameObject g = null;
            if (!isSkinned && target.GetComponent <Renderer>().sharedMaterials.Length > 1)
            {
                g                         = new GameObject(target.name + index, typeof(MeshRenderer), typeof(MeshFilter));
                g.name                    = target.name + index;
                g.transform.parent        = target.transform;
                g.transform.localPosition = Vector3.zero;
                g.transform.localScale    = Vector3.one;
                g.transform.localRotation = Quaternion.identity;
            }
            else
            {
                g = target;
            }

            tmTextureRenderBase render = null;
            g.GetComponent <Renderer>().sharedMaterial = mat;

            if (g.GetComponent <ParticleSystem>())
            {
                render = g.AddComponent <tmParticleSystemRender>();
            }

            if (main != null)
            {
                string path = AssetDatabase.GetAssetPath(main);
                tmTextureCollectionIndex inst = tmIndex.Instance.CollectionIndexForTexturePath(path);
                if (inst != null)
                {
                    if (render == null)
                    {
                        render = g.AddComponent <tmTextureRender>();
                    }
                    render.MainTexCollectionGUID = inst.textureCollectionGUID;
                    render.MainTextureID         = render.MainTexCollection.GetTextureDefenitionByName(main.name).textureGuid;
                }
            }

            if (lightmap != null)
            {
                string path = AssetDatabase.GetAssetPath(lightmap);
                tmTextureCollectionIndex inst = tmIndex.Instance.CollectionIndexForTexturePath(path);
                if (inst != null)
                {
                    if (render == null)
                    {
                        render = g.AddComponent <tmTextureRender>();
                    }
                    render.LightmapCollectionGUID = inst.textureCollectionGUID;
                    render.LightmapTextureID      = render.LightmapCollection.GetTextureDefenitionByName(lightmap.name).textureGuid;
                }
            }

            if (target.GetComponent <Renderer>().sharedMaterials.Length == 1)
            {
                SetSharedMesh(g, mesh);
                if (render != null)
                {
                    render.Mesh = mesh;
                }
            }
            else
            if (mesh != null)
            {
                string   meshName = mesh.name + "_" + index;
                string[] guids    = AssetDatabase.FindAssets(meshName);
                if (guids.Length > 0)
                {
                    int      indexCount = mesh.GetIndices(index).Length;
                    Object[] meshes     = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GUIDToAssetPath(guids[0]));
                    foreach (Object submesh in meshes)
                    {
                        Mesh subm = submesh as Mesh;
                        if (subm != null)
                        {
                            if (subm.GetIndices(0).Length == indexCount)
                            {
                                SetSharedMesh(g, subm);
                                if (render != null)
                                {
                                    render.Mesh = subm;
                                }
                                g.name = subm.name;
                            }
                        }
                    }
                }
            }
            if (render != null)
            {
                render.Material = tmMaterialUtility.SharedMaterial(mat);
            }
            {
                tmBatchObject bb = g.GetComponent <tmBatchObject>();
                if (bb == null)
                {
                    bb = g.AddComponent <tmBatchObject>();
                }
                bb.SetUp();
            }
            index++;
        }
    }