// 把renderer上面的lightmap信息保存起来,以便存储到prefab上面 public static void SaveLightmapInfo() { GameObject go = Selection.activeGameObject; if (go == null) { EditorUtility.DisplayDialog("Alert", "Please select a gameObject!", "Okey"); return; } CLPrefabLightmapData data = go.GetComponent <CLPrefabLightmapData>(); if (data == null) { data = go.AddComponent <CLPrefabLightmapData>(); } data.SaveLightmap(); EditorUtility.SetDirty(go); }
public static void ClearLightmapInfo() { GameObject go = Selection.activeGameObject; if (go == null) { EditorUtility.DisplayDialog("Alert", "Please select a gameObject!", "Okey"); return; } CLPrefabLightmapData data = go.GetComponent <CLPrefabLightmapData>(); if (data == null) { EditorUtility.DisplayDialog("Alert", "Can't find [CLPrefabLightmapData] component!", "Okey"); return; } data.m_RendererInfo.Clear(); data.m_Lightmaps = null; EditorUtility.SetDirty(go); }