IEnumerator GenerateHLOD(GameObject[] gameObjects = null, Action <GameObject, GameObject> endCall = null) { m_CoroutineQueue.Enqueue(UpdateOctreeByLodGroup(gameObjects)); s_endCall = endCall; yield return(MonoBehaviourHelper.StartCoroutine(m_CoroutineQueue.Dequeue())); while (m_RootVolume == null) { yield return(null); } #if UNITY_EDITOR if (m_RootVolume && m_RootVolume.dirty) { GameObject hlods = null; if (m_CurrHLODGenerate != null)//更新 { hlods = m_CurrHLODGenerate.m_HLODS; } if (!hlods)//创建 { hlods = new GameObject("RootHLOD"); } m_CoroutineQueue.Enqueue(m_RootVolume.CheckAfterBVHUpdata(m_CurrHLODGenerate.m_BVHDivide.m_MaximunLayer)); m_CoroutineQueue.Enqueue(m_RootVolume.UpdateHLODs(m_CurrHLODGenerate.m_BVHDivide.m_MaximunLayer, hlods)); m_CoroutineQueue.Enqueue(m_RootVolume.UpdateRootVolume((List <LODVolume> backList) => { HLODCull hlodCull = m_RootVolume.GetComponent <HLODCull>(); if (!m_RootVolume.GetComponent <HLODCull>()) { hlodCull = m_RootVolume.gameObject.AddComponent <HLODCull>(); Selection.activeGameObject = hlodCull.gameObject; } hlodCull.m_BackSort = backList; EditorUtility.ClearProgressBar(); EditorUtility.SetDirty(m_RootVolume); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene()); //AutoLOD.sceneLODEnabled = false; if (s_endCall != null) { s_endCall.Invoke(m_RootVolume.gameObject, hlods.gameObject); } })); } else { EditorUtility.ClearProgressBar(); if (s_endCall != null) { s_endCall.Invoke(null, null); } } #endif while (m_CoroutineQueue.Count > 0) { yield return(MonoBehaviourHelper.StartCoroutine(m_CoroutineQueue.Dequeue())); } }