//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); }
//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(); }