Пример #1
0
    public static bool FindMissingScriptInCurrentSelection()
    {
        string str = "";

        Debug.Log("Find Missing Script----------------begin");

        EditorUtility.DisplayProgressBar("Find Missing Script In Selection", "", 0);

        var gos = EnumAssets.EnumGameObjectRecursiveInCurrentSelection();

        int i         = 0;
        int processed = 0;
        int count     = gos.Count();

        {
            // foreach(var go in gos)
            var __enumerator2 = (gos).GetEnumerator();
            while (__enumerator2.MoveNext())
            {
                var go = __enumerator2.Current;
                {
                    EditorUtility.DisplayProgressBar("Find Missing Script In Selection", go.name, i * 1.0f / count);
                    i++;

                    var cs = go.GetComponents <Component>();
                    foreach (var c in cs)
                    {
                        if (null != c)
                        {
                            continue;
                        }

                        str += AssetDatabase.GetAssetPath(go.GetInstanceID());
                        str += "   [" + go.gameObject.transform.FullPath() + "]\n";


                        processed++;
                    }
                }
            }
        }


        EditorUtility.ClearProgressBar();

        if (!string.IsNullOrEmpty(str))
        {
            Debug.Log(str);
        }

        Debug.Log("Find Missing Script Total=[" + processed.ToString() + "]---------------end");
        return(true);
    }
Пример #2
0
        ///把除了带Animation的 带SceneAnimationTrigger 是SceneAnimationTrigger的Target 的perfab 都设成static

        public static void DrawcallOptimizemethod()
        {
            // GameObject[] gameObjects = EnumAssets.EnumGameObjectRecursiveInCurrentSelection() as GameObject[];
            List <GameObject> staticList = new List <GameObject>();
            int k = 0;

            {
                // foreach(var go in EnumAssets.EnumGameObjectRecursiveInCurrentSelection())
                var __enumerator4 = (EnumAssets.EnumGameObjectRecursiveInCurrentSelection()).GetEnumerator();
                while (__enumerator4.MoveNext())
                {
                    var go = __enumerator4.Current;
                    {
                        EditorUtility.DisplayProgressBar("Draw Call Optimize", go.name,
                                                         k * 1.0f / EnumAssets.EnumGameObjectRecursiveInCurrentSelection().Count());

                        bool flag = false;

                        do
                        {
                            if (null != go.GetComponent <Animation>())
                            {
                                break;
                            }

                            if (null != go.GetComponent <SceneAnimationTrigger>())
                            {
                                break;
                            }

                            if (null != go.GetComponent <ParticleSystem>())
                            {
                                break;
                            }

                            if (null != go.GetComponent <ModelTextureAnimation>())
                            {
                                break;
                            }

                            flag = true;
                        } while (false);

                        go.gameObject.isStatic = flag;

                        if (go.GetComponent <SceneAnimationTrigger>())
                        {
                            SceneAnimationTrigger ada = go.GetComponent <SceneAnimationTrigger>();
                            foreach (var d in ada.KeyFrames)
                            {
                                staticList.Add(d.Target);
                            }
                        }


                        k++;
                    }
                }
            }
            EditorUtility.ClearProgressBar();
            {
                var __list5      = staticList;
                var __listCount5 = __list5.Count;
                for (int __i5 = 0; __i5 < __listCount5; ++__i5)
                {
                    var a = __list5[__i5];
                    {
                        a.isStatic = false;
                    }
                }
            }
            AssetDatabase.Refresh();
            AssetDatabase.SaveAssets();
        }
Пример #3
0
 //去掉重复的mesh collider
 public static void RemoveSameMeshColliderInSelection()
 {
     RemoveSameMeshCollider(EnumAssets.EnumGameObjectRecursiveInCurrentSelection());
 }