public override bool DoCheckHierarchy(string asset, params GameObject[] rootObjs)
        {
            bool          result = true;
            List <string> list;

            if (this.resultInfo.ContainsKey(asset))
            {
                list = this.resultInfo[asset];
            }
            else
            {
                list = new List <string>();
            }
            int num = 2500;

            try
            {
                for (int i = 0; i < rootObjs.Length; i++)
                {
                    foreach (Renderer renderer in rootObjs[i].GetComponentsInChildren <Renderer>(true))
                    {
                        int        num2      = renderer.sharedMaterials.Length;
                        MeshFilter component = renderer.GetComponent <MeshFilter>();
                        if (component && component.sharedMesh)
                        {
                            string text = "";
                            if (component.sharedMesh.vertexCount > 220)
                            {
                                text = text + "顶点数超标:" + component.sharedMesh.vertexCount;
                            }
                            if (GameObjectUtility.AreStaticEditorFlagsSet(renderer.gameObject.gameObject, StaticEditorFlags.LightmapStatic))
                            {
                                text += "开了LightMap静态合批";
                            }
                            if (!string.IsNullOrEmpty(text))
                            {
                                for (int k = 0; k < num2; k++)
                                {
                                    Material material = renderer.sharedMaterials[k];
                                    if (material && material.renderQueue > num)
                                    {
                                        list.Add(CheckBase <KeyValuePair <string, List <string> >, Dictionary <string, List <string> > > .GetTransformPath(renderer.transform) + "--" + text);
                                        result = false;
                                        break;
                                    }
                                }
                            }
                        }
                    }
                }
                if (list.Count > 0)
                {
                    this.resultInfo[asset] = list;
                }
            }
            catch
            {
            }
            return(result);
        }
        public override bool DoCheckHierarchy(string asset, params GameObject[] rootObjs)
        {
            List <string> list = new List <string>();

            foreach (GameObject gameObject in rootObjs)
            {
                if (gameObject.layer == CheckLayerMatch.matchLayer)
                {
                    list.Add(CheckBase <KeyValuePair <string, List <string> >, Dictionary <string, List <string> > > .GetTransformPath(gameObject.transform));
                }
                foreach (object obj in gameObject.transform)
                {
                    Transform transform = (Transform)obj;
                    if (transform.gameObject.layer == CheckLayerMatch.matchLayer)
                    {
                        list.Add(CheckBase <KeyValuePair <string, List <string> >, Dictionary <string, List <string> > > .GetTransformPath(transform));
                    }
                }
            }
            if (list.Count > 0)
            {
                this.resultInfo.Add(asset, list);
                return(false);
            }
            return(true);
        }
        public override bool DoCheckHierarchy(string asset, params GameObject[] rootObjs)
        {
            List <Collider> list  = new List <Collider>();
            List <string>   list2 = new List <string>();

            foreach (GameObject gameObject in rootObjs)
            {
                list.AddRange(gameObject.GetComponentsInChildren <Collider>(false));
            }
            int num  = 0;
            int num2 = 0;

            foreach (Collider collider in list)
            {
                if (this.GetMeshTriangles(collider, ref num, ref num2) && num2 >= 20)
                {
                    float num3 = (float)num2 / (float)num;
                    if (num3 > 0.1f)
                    {
                        string transformPath = CheckBase <KeyValuePair <string, List <string> >, Dictionary <string, List <string> > > .GetTransformPath(collider.transform);

                        string str = string.Format("{0}/{1} : {2:P}", num2, num, num3);
                        list2.Add(transformPath + "     " + str);
                    }
                }
            }
            if (list2.Count > 0)
            {
                this.resultInfo.Add(asset, list2);
                return(false);
            }
            return(true);
        }
Esempio n. 4
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        public override bool DoCheckHierarchy(string asset, params GameObject[] rootObjs)
        {
            List <MeshCollider> list  = new List <MeshCollider>();
            List <string>       list2 = new List <string>();

            for (int i = 0; i < rootObjs.Length; i++)
            {
                MeshCollider[] componentsInChildren = rootObjs[i].GetComponentsInChildren <MeshCollider>(true);
                list.AddRange(componentsInChildren);
            }
            foreach (MeshCollider meshCollider in list)
            {
                MeshFilter component = meshCollider.GetComponent <MeshFilter>();
                if (component && component.sharedMesh)
                {
                    string assetPath  = AssetDatabase.GetAssetPath(meshCollider.sharedMesh);
                    string assetPath2 = AssetDatabase.GetAssetPath(component.sharedMesh);
                    if (assetPath == assetPath2)
                    {
                        list2.Add(CheckBase <KeyValuePair <string, List <string> >, Dictionary <string, List <string> > > .GetTransformPath(component.transform));
                    }
                }
            }
            if (list2.Count > 0)
            {
                this.resultInfo.Add(asset, list2);
                return(false);
            }
            return(true);
        }
Esempio n. 5
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 public static string GetTransformPath(Transform t)
 {
     if (t.parent == null)
     {
         return(t.name);
     }
     return(string.Format("{0}/{1}", CheckBase <I, C> .GetTransformPath(t.parent), t.name));
 }
Esempio n. 6
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        private List <string> Traval(Transform t)
        {
            List <string> list = new List <string>();

            Component[] components = t.GetComponents <Component>();
            for (int i = 0; i < components.Length; i++)
            {
                if (components[i] == null)
                {
                    list.Add(CheckBase <KeyValuePair <string, List <string> >, Dictionary <string, List <string> > > .GetTransformPath(t));
                }
            }
            for (int j = 0; j < t.childCount; j++)
            {
                list.AddRange(this.Traval(t.GetChild(j)));
            }
            return(list);
        }
Esempio n. 7
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        public override bool DoCheckHierarchy(string asset, params GameObject[] rootObjs)
        {
            bool          result = true;
            List <string> list;

            if (this.resultInfo.ContainsKey(asset))
            {
                list = this.resultInfo[asset];
            }
            else
            {
                list = new List <string>();
            }
            for (int i = 0; i < rootObjs.Length; i++)
            {
                foreach (Component component in rootObjs[i].GetComponentsInChildren <Component>(true))
                {
                    if (component is Renderer)
                    {
                        Renderer renderer = component as Renderer;
                        int      num      = renderer.sharedMaterials.Length;
                        int      num2     = 0;
                        while (num2 < num && (!(renderer is ParticleSystemRenderer) || num2 <= 0))
                        {
                            if (string.IsNullOrEmpty(AssetDatabase.GetAssetPath(renderer.sharedMaterials[num2])))
                            {
                                result = false;
                                list.Add(CheckBase <KeyValuePair <string, List <string> >, Dictionary <string, List <string> > > .GetTransformPath(component.transform));
                            }
                            num2++;
                        }
                    }
                }
            }
            if (list.Count > 0)
            {
                this.resultInfo[asset] = list;
            }
            return(result);
        }
        public override bool DoCheckHierarchy(string asset, params GameObject[] rootObjs)
        {
            List <Collider> list  = new List <Collider>();
            List <string>   list2 = new List <string>();

            foreach (GameObject gameObject in rootObjs)
            {
                list.AddRange(gameObject.GetComponentsInChildren <Collider>(false));
            }
            foreach (Collider collider in list)
            {
                if (!this.CheckColliderHiearchy(collider))
                {
                    list2.Add(CheckBase <KeyValuePair <string, List <string> >, Dictionary <string, List <string> > > .GetTransformPath(collider.transform));
                }
            }
            if (list2.Count > 0)
            {
                this.resultInfo.Add(asset, list2);
                return(false);
            }
            return(true);
        }
        public override bool DoCheckHierarchy(string asset, params GameObject[] rootObjs)
        {
            bool          result = true;
            List <string> list   = new List <string>();

            foreach (GameObject gameObject in rootObjs)
            {
                Camera[] componentsInChildren = gameObject.GetComponentsInChildren <Camera>();
                for (int j = 0; j < componentsInChildren.Length; j++)
                {
                    if (componentsInChildren[j].enabled)
                    {
                        list.Add(CheckBase <KeyValuePair <string, List <string> >, Dictionary <string, List <string> > > .GetTransformPath(gameObject.transform));
                        result = false;
                    }
                }
            }
            if (list.Count > 0)
            {
                this.resultInfo.Add(asset, list);
            }
            return(result);
        }