public static void ExportScene(List <GameObject> roots, string exportPath = "") { string sceneName = PathHelper.CurSceneName; //导出场景 try { ExportImageTools.instance.Clear(); ResourceManager.instance.Clean(); //路径 string scenePath = sceneName + ".scene.json"; PathHelper.SetSceneOrPrefabPath(scenePath); //Scene var scene = UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene(); MyJson_Object sceneJson = new MyJson_Object(); sceneJson.SetUUID(scene.GetHashCode().ToString());//用场景名称的hashCode sceneJson.SetUnityID(scene.GetHashCode()); sceneJson.SetClass("paper.Scene"); sceneJson.SetString("name", sceneName.Substring(sceneName.LastIndexOf('/') + 1)); sceneJson.SetColor("ambientColor", RenderSettings.ambientLight); sceneJson.SetNumber("lightmapIntensity", UnityEditor.Lightmapping.indirectOutputScale); //allGameObjects var gameObjectsJson = new MyJson_Array(); sceneJson["gameObjects"] = gameObjectsJson; GameObject[] allObjs = GameObject.FindObjectsOfType <GameObject>(); for (int i = 0; i < allObjs.Length; i++) { gameObjectsJson.AddHashCode(allObjs[i]); } //lightmaps sceneJson["lightmaps"] = ExportSceneTools.AddLightmaps(exportPath); ResourceManager.instance.AddObjectJson(sceneJson); //序列化 foreach (var root in roots) { SerializeObject.Serialize(root); } ResourceManager.instance.ExportFiles(scenePath, exportPath); MyLog.Log("----场景导出成功----"); } catch (System.Exception e) { MyLog.LogError(sceneName + " : 导出失败-----------" + e.StackTrace); } }
/** * 导出场景 */ public static void ExportCurScene() { ExportExtendTools.CleanupMissingScripts(); //获取场景中的根gameObject List <GameObject> roots = new List <GameObject>(); GameObject[] allObjs = GameObject.FindObjectsOfType <GameObject>(); for (int i = 0; i < allObjs.Length; i++) { var tempObj = allObjs[i]; while (tempObj.transform.parent != null) { tempObj = tempObj.transform.parent.gameObject; } if (!roots.Contains(tempObj)) { roots.Add(tempObj); } } ExportSceneTools.ExportScene(roots, PathHelper.OutPath); }