private void PrepareMap() { this.map = new MeshData[this.tileSystem.RowCount, this.tileSystem.ColumnCount]; for (int row = 0; row < this.tileSystem.RowCount; ++row) { for (int column = 0; column < this.tileSystem.ColumnCount; ++column) { TileData tile = this.tileSystem.GetTile(row, column); if (tile == null || tile.gameObject == null || tile.brush == null || !tile.brush.Static) { continue; } MeshFilter[] filters = tile.gameObject.GetComponentsInChildren <MeshFilter>(); if (filters.Length == 0) { continue; } // Merge tile meshes into a single mesh MeshData meshData = new MeshData(); this.meshProcessor.Mount(meshData); foreach (MeshFilter filter in filters) { MeshRenderer renderer = filter.GetComponent <MeshRenderer>(); if (renderer == null || !renderer.enabled || filter.sharedMesh == null) { continue; } this.meshProcessor.AppendMesh(filter.transform, filter, renderer); // Renderer and filter components are no longer needed Object.DestroyImmediate(renderer); Object.DestroyImmediate(filter); } // Strip empty tile! if (this.tileSystem.StripCombinedEmptyObjects) { StrippingUtility.StripEmptyGameObject(tile.gameObject.transform); } this.meshProcessor.Apply(); if (!meshData.IsEmpty) { meshData.Smooth = tile.brush.Smooth; meshData.CopyOriginalNormals(); this.map[row, column] = meshData; } } this.ReportProgress(); } }
private void DestroyGeneratedProceduralMeshes(TileSystem system) { foreach (var proceduralMesh in system.GetComponentsInChildren <ProceduralMesh>()) { var transform = proceduralMesh.transform; Object.DestroyImmediate(transform.GetComponent <MeshFilter>()); Object.DestroyImmediate(transform.GetComponent <MeshRenderer>()); Object.DestroyImmediate(proceduralMesh.mesh); Object.DestroyImmediate(proceduralMesh); StrippingUtility.StripEmptyGameObject(transform); } }
/// <summary> /// Upgrade tile system from v1.0.0-v1.0.8 to v2.0.0. /// </summary> /// <remarks> /// <para>Replicates upgrade process that was included in v1.0.9+ but converts straight /// to v2.0.0 instead of v1.0.9.</para> /// </remarks> /// <param name="v1">Old tile system.</param> public static void UpgradeTileSystemA(MonoBehaviour v1) { RtsUpgradedBrushMap map = RtsBrushUpgradeUtility.BrushMappings; EditorUtility.DisplayProgressBar("Upgrade Tile System", "Initializing new data structure...", 0.0f); try { PropertyInfo piTileData_hasGameObject = typeof(TileData).GetProperty("HasGameObject", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); Vector3 tileSize = (Vector3)_fiTileSystem_tileSize.GetValue(v1); int rows = (int)_fiTileSystem_rows.GetValue(v1); int columns = (int)_fiTileSystem_columns.GetValue(v1); // Create v2.x tile system. TileSystem v2 = v1.gameObject.AddComponent <TileSystem>(); v2.CreateSystem(tileSize.x, tileSize.y, tileSize.z, rows, columns, 30, 30); CopyProperties(v1, v2); // Assume value that was consistent with original default settings v2.applyRuntimeStripping = true; v2.StrippingPreset = StrippingPreset.NoStripping; v2.BeginBulkEdit(); Component[] instanceComponents = v1.GetComponentsInChildren(_tyTileInstance, true); float task = 0.0f; float taskCount = instanceComponents.Length; float taskRatio = 1.0f / taskCount; TileData tile = new TileData(); // Retrieve all tile instance components foreach (MonoBehaviour instance in instanceComponents) { EditorUtility.DisplayProgressBar("Upgrade Tile System", "Processing tile data...", (task++) * taskRatio); int row = (int)_fiTileInstance_row.GetValue(instance); int column = (int)_fiTileInstance_column.GetValue(instance); tile.Clear(); // Create and assign tile data tile.brush = map.Lookup((Object)_piTileInstance_brush.GetValue(instance, null)); tile.orientationMask = (byte)OrientationUtility.MaskFromName((string)_fiTileInstance_orientationName.GetValue(instance)); tile.variationIndex = (byte)(int)_fiTileInstance_variationIndex.GetValue(instance); tile.Empty = false; tile.gameObject = instance.gameObject; piTileData_hasGameObject.SetValue(tile, true, null); v2.SetTileFrom(row, column, tile); Chunk chunk = v2.GetChunkFromTileIndex(row, column); ForceRepaintForAtlasTiles(v2.GetTile(row, column), chunk); if (instance == null) { continue; } // Cleanup original tile instance? if (!StrippingUtility.StripEmptyGameObject(instance.transform)) { // Reparent game object to its shiny new chunk! instance.gameObject.transform.parent = chunk.transform; } // Destroy unwanted tile instance component Object.DestroyImmediate(instance); } int count = v2.EndBulkEdit(); RemoveTileSystem(v1); if (count > 0) { Debug.Log(string.Format("Upgrade of tile system '{0}' completed and {1} tile(s) were force refreshed.", v2.name, count)); } else { Debug.Log(string.Format("Upgrade of tile system '{0}' completed.", v2.name)); } } finally { EditorUtility.ClearProgressBar(); } }