void PrepareScene(Transform locationRoot, Dictionary <string, string> savedStandardMeshes, Dictionary <string, string> savedObjectMeshes) { for (int i = 0; i < locationRoot.childCount; i++) { Transform loc = locationRoot.GetChild(i); WG_LocationController locController = loc.GetComponent <WG_LocationController>(); if (locController != null) { locController.PrepareLocation("Assets" + assetMeshPath, "Assets" + assetMaterialPath, "Assets" + assetTexturePath, "Assets" + assetMinimapPath, lightMapShader, minimapSize, minimapCamera, minimapCameraHeight, exportLightmapHDR, savedStandardMeshes, savedObjectMeshes); } } //prepare navmesh WG_TerrainBuilder builderComponent = builder.gameObject.GetComponent <WG_TerrainBuilder>(); NavMeshData data = builderComponent.GetNavmeshData(); if (data != null) { SaveNavmeshAsset(data); localNavMesh = data; } }
void PrepareScene(Transform locationRoot, Dictionary <string, string> savedStandardMeshes, Dictionary <string, string> savedObjectMeshes) { for (int i = 0; i < locationRoot.childCount; i++) { Transform loc = locationRoot.GetChild(i); WG_LocationController locController = loc.GetComponent <WG_LocationController>(); if (locController != null) { locController.PrepareLocation("Assets" + assetMeshPath, "Assets" + assetMaterialPath, "Assets" + assetTexturePath, "Assets" + assetMinimapPath, lwrpShader, stdShaders, lmMode, minimapSize, minimapCamera, minimapCameraHeight, exportLightmapHDR, ldrAmbientCompensation, ldrLightmapMultiplier, savedStandardMeshes, savedObjectMeshes); } } PrepareNavmesh(); }