コード例 #1
0
        public static void excute()
        {
            //创建实例
            GameModelDataHolder go = ScriptableObject.CreateInstance <GameModelDataHolder>();

            ModelDataProcess.excute();

            ModelDic dictModelData = ModelDataProcess._dicModelData;

            foreach (KeyValuePair <string, ModelData> kvp in dictModelData)
            {
                GameModelData pData = new GameModelData();
                pData._strAssetName          = kvp.Value._strAssetName;
                pData._strAnimationAssetName = kvp.Value._strAnimationAssetName;
                pData._strModelName          = kvp.Value._strModelName;
                pData._listAnimEvents        = kvp.Value._listAnimEvents;
                pData._listModelBps          = kvp.Value._listModelBps;
                pData._listAnimations        = kvp.Value._listAnimations;
                pData.nColliderType          = kvp.Value._nColliderType;
                pData.nColliderParams        = kvp.Value._nColliderParams;
                pData.colliderCenter         = kvp.Value._nColliderCenter;

                Debug.Log(kvp.Key);

                go._listGameModel.Add(pData);
            }

            //生成asset
            string p = "Assets/Resources/GameModelData/GameModelData.asset";

            AssetDatabase.CreateAsset(go, p);

            string assetbundle_path = GameDataAssetbundlePath + IPath.getPlatformName() + "/modelsassetbundles";

            //创建路径
            if (!Directory.Exists(assetbundle_path))
            {
                Directory.CreateDirectory(assetbundle_path);
            }

            //打包
            UnityEngine.Object o = AssetDatabase.LoadAssetAtPath(p, typeof(GameModelDataHolder));
            BuildPipeline.BuildAssetBundle(o, null, assetbundle_path + "/gamemodeldata.assetbundle", EditorVariables.eBuildABOpt, EditorVariables.eBuildTarget);

            //删除临时的asset
            //AssetDatabase.DeleteAsset(p);
        }
コード例 #2
0
    public void OnPreprocessModel()
    {
        ModelImporter mi = (ModelImporter)assetImporter;

        //修正缩放比
        // mi.globalScale = 0.01f;
        //动作类型
        mi.animationType      = ModelImporterAnimationType.Legacy;
        mi.generateAnimations = ModelImporterGenerateAnimations.GenerateAnimations;

        if (assetPath.Contains("/Models/"))
        {
            //不自动生成材质,有其他工具生成,统一生成管理
            mi.importMaterials = false;
            mi.globalScale     = 1.0f;
        }
        else if (assetPath.Contains("/Effects/zhuanshu"))
        {
            mi.globalScale = 1.0f;
        }
        else if (assetPath.Contains("/UIModel/"))
        {
        }
        else
        {
            return;
        }
        //关闭动作压缩,会导致动作占用空间增大,但是可以避免产生额外的压缩损伤
#if ANIMATION_COMPRESS
        mi.animationCompression = ModelImporterAnimationCompression.KeyframeReduction;
#else
        mi.animationCompression = ModelImporterAnimationCompression.off;
#endif

        #region modify (Author: @XB.Wu)
        if (ModelDataProcess._dicModelData.Count == 0)
        {
            ModelDataProcess.excute();
        }
        #endregion

        //如果是纯动作文件则进行裁剪
        //动作文件命名格式:modelName@anim
        if (assetPath.Contains("@"))
        {
            string[] tempAssetList     = assetPath.Split(new char[] { '@' });
            string   strAssetModelName = tempAssetList[0].Substring(tempAssetList[0].LastIndexOf('/') + 1);
            if (assetPath.Contains("/Models/") && !_listModels.Contains(strAssetModelName))
            {
                _listModels.Add(strAssetModelName);
            }

            ModelData pModelData = ModelDataProcess.getModelDataByIdx(strAssetModelName);
            if (pModelData == null)
            {
                //EditorUtility.DisplayDialog("Animation Clip", "No Clip config is found in the AnimationClipConfig.ini, and Check the config and make sure its available", "Ok");
                Debug.LogWarning(strAssetModelName + " Clip config can't be found in the AnimationClipConfig.ini, and Check the config and make sure its available");
                return;
            }

            #region modify (Author: @XB.Wu)
            //bool bInit = pModelData.InitFlag;
            //if (bInit)
            //{
            //    //EditorUtility.DisplayDialog("Animation Clip", "This animation's FBX has been imported already. Please delete the previous asset and try again.", "Ok");
            //    Debug.LogWarning("This animation's FBX has been imported already. Please delete the previous asset and try again.");
            //    return;
            //}
            #endregion

            AnimClipInfo info = null;
            ModelImporterClipAnimation[] animations = new ModelImporterClipAnimation[pModelData._listAnimClips.ToArray().Length];
            for (int i = 0; i < animations.Length; i++)
            {
                info          = pModelData._listAnimClips[i];
                animations[i] = SetClipAnimation(info.name, info.firstFrame, info.lastFrame, info.isloop);
            }

            mi.clipAnimations = animations;
            //pModelData.InitFlag = true;
        }
        else
        {
            string[] tempAssetList     = assetPath.Split(new char[] { '.', 'F', 'B', 'X' });
            int      startIdx          = assetPath.LastIndexOf('/');
            int      endIdx            = assetPath.LastIndexOf(".FBX");
            string   strAssetModelName = assetPath.Substring(startIdx + 1, endIdx - startIdx - 1);
            if (assetPath.Contains("/Models/") && !_listModels.Contains(strAssetModelName))
            {
                _listModels.Add(strAssetModelName);
            }
        }
    }
コード例 #3
0
ファイル: ModelBindTest.cs プロジェクト: mengtest/re_kpddz
    static void CheckModel(){
        bCheckModel = true;
        //加载配置
        ModelDataProcess.excute();
        bCheckModel = false;
        //检测配置文件
        checkConfig();

        if (!Directory.Exists(modelPath)) {
            LogSys.LogError("无法检测模型,不存在文件夹 " + modelPath);
            return;
        }

        string[] files = Directory.GetFiles(modelPath);
         
        
        _listElementError.Clear();

        

        

        //文件的数量
        int fileNum = files.Length;
        if (fileNum == 0) {
            LogSys.LogError("文件夹下没有任何模型 " + modelPath);
            return;
        }

        foreach (var item in ModelDataProcess._dicModelData) {
            
            bool result = true;
            string modelId = item.Key;
            _curModelId = modelId;
            ModelData cfg = item.Value;

            //测试绑点
            List<string> listBindError = new List<string>();
            UnityEngine.Object obj = Resources.Load("Models/" + modelId);
            if (obj != null) {
                GameObject go = GameObject.Instantiate(obj) as GameObject;
                for (int i = 0; i < cfg._listModelBps.Count; i++) {
                    string bp = cfg._listModelBps[i];
                    if (!getBp(go.transform, bp)) {
                        listBindError.Add(bp);
                        result = false;
                    }
                }
                result = checkElement(go.transform);

                if (listBindError.Count > 0) {
                    string bindError = "";
                    for (int i = 0; i < listBindError.Count; i++) {
                        bindError += " [" + listBindError[i] + "] ";
                    }
                    Utils.LogSys.LogError(string.Format("绑点缺失 {0} {1}", modelId, bindError));
                }

                GameObject.DestroyImmediate(go);

                Utils.LogSys.Log("正确 " + modelId);
                
            } 
        }
        
    }