示例#1
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();
            HLODCull hlodCull = (HLODCull)target;

            if (hlodCull.m_RootVolume == null)
            {
                hlodCull.m_RootVolume = hlodCull.GetComponent <LODVolume>();
            }
        }
示例#2
0
        /*流式操作*/
        void GenerateStreamingLoad(HLODGenerate hlodGenerate)
        {
            if (hlodGenerate.m_RootLODVolume)
            {
                HLODCull hlodCull = hlodGenerate.m_RootLODVolume.GetComponent <HLODCull>();
                if (hlodCull)
                {
                    hlodCull.m_Stream = hlodGenerate.m_IsStreaming;
                }
            }


            if (!hlodGenerate.m_IsExportMatTex || !hlodGenerate.m_IsExportMesh)
            {
                return;
            }

            GUILayout.BeginVertical();
            do
            {
                GUILayout.BeginHorizontal();
                GUILayout.Label("Streming路径:");
                GUILayout.Label(hlodGenerate.m_StreamingAssetPath + "\\" + s_StreamingDirectory);
                GUILayout.FlexibleSpace();
                GUILayout.EndHorizontal();

                if (hlodGenerate.m_IsStreaming && hlodGenerate.StreamUpdate.Count > 0 && GUILayout.Button("更新"))
                {
                    string savePath = Path.Combine(hlodGenerate.m_StreamingAssetPath, s_StreamingDirectory);
                    foreach (var lv in hlodGenerate.StreamUpdate)
                    {
                        GeneratePrefab(lv, savePath);
                    }
                    hlodGenerate.StreamUpdate.Clear();
                    GenrateFineModelRef(hlodGenerate.m_RootLODVolume.GetComponent <LODVolume>());
                }
                if (hlodGenerate.m_IsStreaming)
                {
                    GUILayout.BeginHorizontal();

                    m_DeleteStreamingAsset = GUILayout.Toggle(m_DeleteStreamingAsset, "同时删除流式资源");

                    if (GUILayout.Button("退回"))
                    {
                        hlodGenerate.ComeBackInMemory(this);
                        hlodGenerate.m_IsStreaming = false;
                        EditorUtility.SetDirty(hlodGenerate.gameObject);
                        AssetDatabase.SaveAssets();
                        AssetDatabase.Refresh();
                    }
                    GUILayout.EndHorizontal();
                    EditorGUILayout.HelpBox("Streaming已生成", MessageType.Info);
                    break;
                }

                GUILayout.BeginHorizontal();
                if (GUILayout.Button("路径选择"))
                {
                    string path = EditorUtility.OpenFolderPanel("Save HLODsStreaming to....", Application.dataPath, "");
                    path = path.Replace(Application.dataPath, "Assets");
                    path = path.Replace("/", "\\");
                    hlodGenerate.m_StreamingAssetPath = path;
                }
                if (hlodGenerate.m_StreamingAssetPath != "" && GUILayout.Button("导出"))
                {
                    hlodGenerate.m_IsStreaming = true;
                    UpdataStreamingAsset(hlodGenerate);
                    hlodGenerate.StreamUpdate.Clear();
                    EditorUtility.SetDirty(hlodGenerate.gameObject);
                    AssetDatabase.SaveAssets();
                    AssetDatabase.Refresh();
                }
                GUILayout.EndHorizontal();
            } while (false);


            GUILayout.EndVertical();
        }
示例#3
0
        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()));
            }
        }