Esempio n. 1
0
        //优化资源
        public static void OptimizingScenePrefab()
        {
            const string ASSET_PATH = "Assets/Res/Scene";


            RemoveSameMeshColliderComponent.RemoveSameMeshColliderInEnumAssetAtPath(EnumAssets.EnumAssetAtPath <UnityEngine.Object>(ASSET_PATH));
            ShadowsCloseTools.CloseShadows(EnumAssets.EnumAllComponentDependenciesRecursive <Renderer>(EnumAssets.EnumAssetAtPath <UnityEngine.Object>(ASSET_PATH)));
            //AnimationClipTool.ChangeAnimatorToAnimationInPath(ASSET_PATH);
            T4MComponentDisable.T4MComponentDisablemethod(EnumAssets.EnumAllComponentDependenciesRecursive <T4MObjSC>(EnumAssets.EnumAssetAtPath <UnityEngine.Object>(ASSET_PATH)));
            DrawcallOptimize.DrawcallOptimizemethod(ASSET_PATH);
        }
Esempio n. 2
0
        //优化资源
        public static void OptimizingResDirectory()
        {
            const string ASSET_PATH = "Assets/Res";

            ShadowsCloseTools.CloseShadows(EnumAssets.EnumComponentRecursiveAtPath <Renderer>(ASSET_PATH + "/Model"));
            OptimizingPropertiesOfModelResources.ResetObjectModelProperties(EnumAssets.EnumAssetAtPath <UnityEngine.Object>(ASSET_PATH + "/Model"));
            OptimizingPropertiesOfModelResources.ResetObjectModelProperties(EnumAssets.EnumAssetAtPath <UnityEngine.Object>(ASSET_PATH + "/Scene"));
            OptimizeTextureProperty.ResetTextureProperty(EnumAssets.EnumAssetAtPath <UnityEngine.Object>(ASSET_PATH + "/Model"));
            OptimizeTextureProperty.ResetTextureProperty(EnumAssets.EnumAssetAtPath <UnityEngine.Object>(ASSET_PATH + "/Effect"));

            //AnimationClipTool.ChangeAnimatorToAnimation();
            //T4MComponentDisable.T4MComponentDisablemethod();
        }