/// <summary> /// 收集碰撞依赖 /// </summary> /// <param name="colliders"></param> /// <param name="list"></param> public static void CollectColliderDependencies(List <MeshCollider> colliders, List <ResDepBase> list) { // 碰撞 { var dep = ResDepColliderMesh.CollectDependencies(colliders); if (null != dep) { list.Add(dep); } } }
/// <summary> /// 收集依赖 /// </summary> public static ResDepColliderMesh CollectDependencies(List <MeshCollider> colliders) { ResDepColliderMesh dep = null; for (int i = 0, ci = colliders.Count; i < ci; ++i) { var c = colliders[i]; if (null == c.sharedMesh) { continue; } if (null == dep) { dep = new ResDepColliderMesh(); } dep._colliders.Add(c); } return(dep); }