/// <summary> /// 生成单类物体的光照信息 多个位置 /// </summary> /// <param name="objs"></param> /// <param name="id"></param> static ObjLightMapDataGroup createObjLightData(EditorSceneObj objs, long id, Texture2D lightTex) { ObjLightMapDataGroup dataGroup = new ObjLightMapDataGroup(); dataGroup.id = id; List <ObjLightMapData> objPosMapData = new List <ObjLightMapData>(); for (int i = 0; i < objs.itemObj.Count; i++) { GameObject posObj = objs.itemObj[i]; ObjLightMapData mapdata = getObjLightMapData(posObj, lightTex); objPosMapData.Add(mapdata); } dataGroup.objLightDatas = objPosMapData.ToArray(); return(dataGroup); }
public static void createObjLightData(SceneItemInfo itemInfos, string dir, List <EditorSceneObj> itemObjs, Texture2D lightTex) { SceneObjLightData sceneLightData = new SceneObjLightData(); List <ObjLightMapDataGroup> groups = new List <ObjLightMapDataGroup>(); for (int i = 0; i < itemInfos.items.Count; i++) { ItemInfo itemInfo = itemInfos.items[i]; ObjLightMapDataGroup groupData = createObjLightData(itemObjs[i], itemInfo.itemID, lightTex); groups.Add(groupData); } sceneLightData.groups = groups.ToArray(); string jsonStr = fastJSON.JSON.ToJSON(sceneLightData); CreateJson(dir, jsonStr); //createObjLightData(); }