Esempio n. 1
0
        private void PrepareThumbExportElement(BlockDataGroup group, List <ThumbExportElement> elements)
        {
            if (!categoryToggles[(int)group.category])
            {
                return;
            }

            string prefabDir = BlockPath.Prefab(group.category, PolygonType.HIGH);

            int[] angle = mThumInfo.GetAngleOfModel(group.modelName);

            List <string> prefabs = new List <string>();

            if (!mColorToggles[0])
            {
                foreach (string color in group.GetColors())
                {
                    int indexOfColor = IndexOfColor(color);
                    if (indexOfColor >= 0 && mColorToggles[indexOfColor])
                    {
                        prefabs.AddRange(group.GetPrefabsByColor(color));
                    }
                }
            }
            else
            {
                prefabs.AddRange(group.GetPrefabs());
            }

            foreach (string prefab in prefabs)
            {
                BlockDataItem dataItem = group.GetItems().FirstOrDefault(s => s.prefabName == prefab);
                elements.Add(new ThumbExportElement()
                {
                    eulerAngle = new Vector3(angle[0], angle[1], angle[2]),
                    prefabPath = Path.Combine(prefabDir, prefab + ".prefab"),
                    modelName  = group.modelName,
                    material   = dataItem.material,
                    materialH  = dataItem.materialHigh,
                    category   = group.category,
                    light      = lightNames.Contains(dataItem.colorName) ? dataItem.colorName : "",
                });
            }
        }
    public static GameObject CreateSinglePrefab(string prefabName, BlockDataGroup blockDataGroup, Category category, PolygonType polygonType, bool isTemp = false)
    {
        BlockDataItem dataItem = blockDataGroup.GetItems().FirstOrDefault(s => s.prefabName == prefabName);

        return(CreateSinglePrefab(prefabName, blockDataGroup.modelName, dataItem.material, dataItem.materialHigh, category, polygonType));
    }
    private static void CreatePrefabsWithDataGroup(List <BlockDataGroup> blockDataGroups, Category category, PolygonType polygonType)
    {
        string prefabDir = BlockPath.Prefab(category, polygonType);
        string fbxDir    = BlockPath.Fbx(category, polygonType);
        string matDir    = BlockPath.Material(category, polygonType);

        List <string> fbxErrors      = new List <string>();
        List <string> scaleErrors    = new List <string>();
        List <string> angleErrors    = new List <string>();
        List <string> materialErrors = new List <string>();

        for (int i = 0; i < blockDataGroups.Count; i++)
        {
            EditorUtility.DisplayProgressBar(string.Format("生成 {0} Prefabs", polygonType.ToString()), "正在生成,请稍后", i * 1.0f / blockDataGroups.Count);

            BlockDataGroup blockDataGroup = blockDataGroups[i];

            foreach (var dataItem in blockDataGroup.GetItems())
            {
                GameObject t = AssetDatabase.LoadAssetAtPath <GameObject>(fbxDir + "/" + blockDataGroup.modelName + ".fbx");

                if (t == null)
                {
                    if (!fbxErrors.Contains(blockDataGroup.modelName))
                    {
                        fbxErrors.Add(blockDataGroup.modelName);
                    }
                    continue;
                }

                GameObject block = GameObject.Instantiate(t);
                block.name = blockDataGroup.modelName;

                Animator animator = block.GetComponent <Animator>();
                if (animator != null)
                {
                    GameObject.DestroyImmediate(animator);
                }

                if (polygonType == PolygonType.LOW)
                {
                    AssignMaterials(block, dataItem.material, matDir, materialErrors);
                }
                else
                {
                    AssignMaterials(block, dataItem.materialHigh, matDir, materialErrors);
                    HighPolygonGenRefpoints(block, category);
                }

                if (!Directory.Exists(prefabDir))
                {
                    Directory.CreateDirectory(prefabDir);
                }

                PrefabUtility.CreatePrefab(prefabDir + "/" + dataItem.prefabName + ".prefab", block, ReplacePrefabOptions.ReplaceNameBased);

                if (block.transform.localScale != Vector3.one)
                {
                    if (!scaleErrors.Contains(blockDataGroup.modelName))
                    {
                        scaleErrors.Add(blockDataGroup.modelName);
                    }
                }
                if (block.transform.localEulerAngles != Vector3.zero)
                {
                    if (!angleErrors.Contains(blockDataGroup.modelName))
                    {
                        angleErrors.Add(blockDataGroup.modelName);
                    }
                }
                GameObject.DestroyImmediate(block);
            }
        }
        EditorUtility.ClearProgressBar();
        if (fbxErrors.Count > 0)
        {
            DisplayErrorDialog(polygonType.ToString() + " 找不到以下fbx\n", fbxErrors);
        }
        if (scaleErrors.Count > 0)
        {
            DisplayErrorDialog("以下fbx的默认scale不为1\n", scaleErrors);
        }
        if (angleErrors.Count > 0)
        {
            DisplayErrorDialog("以下fbx的默认角度不为0\n", angleErrors);
        }
        if (materialErrors.Count > 0)
        {
            DisplayErrorDialog("以下材质球没找到,请找何屹、唐蜜Check数据库文件\n", materialErrors);
        }

        EditorUtility.DisplayDialog("提示", string.Format("生成 {0} Prefab完成!", polygonType.ToString()), "确定");
    }