void OnGUI() { modelAssetLoader = GameObject.FindObjectOfType <ModelAssetLoader>(); if (modelAssetLoader == null) { Debug.LogError("modelAssetLoader == null"); return; } sortComponent.OnGUI(); var root = GameObject.FindObjectOfType <ModelAssetLoader>(); if (root) { var allCount = EditorHelper.GetVertexs(root.gameObject); GUILayout.Label("AllCount:" + allCount, EditorStyles.boldLabel); } var heightOffset = 100; scrollPos = EditorGUILayout.BeginScrollView(scrollPos, GUILayout.Width(position.width), GUILayout.Height(position.height - heightOffset));//开始滚动条 GUI_InitTableComponent(); var meshRenderers = GameObject.FindObjectsOfType <MeshRenderer>().ToList(); meshRenderers.Sort(sortComponent.SortMethod); //模型按从位置进行排序 for (int i = 0; i < meshRenderers.Count; i++) { EditorGUILayout.BeginHorizontal(); GUILayout.Label(string.Format("{0:00}", i + 1), tableComponent.GetGUIWidth("ID")); MeshRenderer meshRenderer = meshRenderers[i]; var obj = meshRenderer.gameObject; var vertexCount = EditorHelper.GetVertexs(obj); GUILayout.Label(vertexCount + "", tableComponent.GetGUIWidth("Count")); if (GUILayout.Button(obj.name, tableComponent.GetGUIWidth("Name"))) { EditorHelper.SelectObject(obj); } GameObject simpleOjb = GetSimpleModel(obj); EditorGUILayout.ObjectField(simpleOjb, typeof(GameObject), false, tableComponent.GetGUIWidth("Simple")); var vertexCount2 = 0; if (simpleOjb != null) { vertexCount2 = EditorHelper.GetVertexs(simpleOjb); GUILayout.Label(vertexCount2 + "", tableComponent.GetGUIWidth("Count2")); } else { GUILayout.Label(vertexCount2 + "", tableComponent.GetGUIWidth("Count2")); } if (GUILayout.Button("CreatePrefab")) { CreatePrefab(obj, true, vertexCount <= vertexCount2); } //if (GUILayout.Button("Rename")) //{ // RenameAsset(obj); //} if (vertexCount > vertexCount2) { if (GUILayout.Button("ReplaceSimple")) { ReplaceSimple(obj, simpleOjb); } } else { if (GUILayout.Button("------------")) { //ReplaceSimple(obj, simpleOjb); } } //if (GUILayout.Button("ReplaceSimple")) //{ // //RenameAsset(obj); //} EditorGUILayout.EndHorizontal(); } EditorGUILayout.EndScrollView(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("CreatePrefab")) { modelAssetLoader.modelList.Clear(); for (int i = 0; i < meshRenderers.Count; i++) { MeshRenderer meshRenderer = meshRenderers[i]; var obj = meshRenderer.gameObject; //CreatePrefab(obj,false); GameObject simpleOjb = GetSimpleModel(obj); if (simpleOjb != null) { var vertexCount = EditorHelper.GetVertexs(obj); var vertexCount2 = EditorHelper.GetVertexs(simpleOjb); if (vertexCount > vertexCount2) { //ReplaceSimple(obj, simpleOjb); CreatePrefab(obj, false, false);//还没有替换简化模型 } else { CreatePrefab(obj, false, true);//已经替换了建行模型 } } else { CreatePrefab(obj, false, false);//不存在简化模型 } } } if (GUILayout.Button("ReplaceSimple")) { for (int i = 0; i < meshRenderers.Count; i++) { MeshRenderer meshRenderer = meshRenderers[i]; var obj = meshRenderer.gameObject; GameObject simpleOjb = GetSimpleModel(obj); if (simpleOjb != null) { var vertexCount = EditorHelper.GetVertexs(obj); var vertexCount2 = EditorHelper.GetVertexs(simpleOjb); if (vertexCount > vertexCount2) { ReplaceSimple(obj, simpleOjb); } } } } if (GUILayout.Button("RenameModel")) { for (int i = 0; i < meshRenderers.Count; i++) { MeshRenderer meshRenderer = meshRenderers[i]; var obj = meshRenderer.gameObject; RenameAsset(obj); } } if (GUILayout.Button("RenameSimple")) { string path = "Assets/Models/SiHuiFactory/J1_Devices/简化模型"; var guids = AssetDatabase.FindAssets("t:model", new string[] { path });//再找模型 foreach (var guid in guids) { var assetPath = AssetDatabase.GUIDToAssetPath(guid); //Debug.Log(assetPath); var obj = AssetDatabase.LoadAssetAtPath <GameObject>(assetPath); //主厂房设备简化1.FBX RenameAsset(obj); } } EditorGUILayout.EndHorizontal(); }
void Awake() { Instance = this; }