示例#1
0
        /*更新合批网格*/
        void UpdataCombineMesh(HLODGenerate hlodGenerate)
        {
            if (!hlodGenerate.m_IsExportMesh)
            {
                return;
            }

            if (hlodGenerate.m_MeshAssetPath == "")
            {
                EditorUtility.DisplayDialog("警告", "没有选择mesh路径,请先选择路径", "是");
                hlodGenerate.m_IsExportMesh = false;
                return;
            }
            Queue <LODVolume> queue = new Queue <LODVolume>();

            queue.Enqueue(hlodGenerate.m_RootLODVolume.GetComponent <LODVolume>());
            //AssetDatabase.StartAssetEditing();
            while (queue.Count > 0)
            {
                LODVolume lodVolume = queue.Dequeue();

                if (lodVolume.combined != null && lodVolume.combined._hlodRoot != null)
                {
                    string path = AssetDatabase.GetAssetPath(lodVolume.combined._hlodRoot.GetComponent <MeshFilter>().sharedMesh);

                    if (lodVolume.lodGroups.Count < 1)//删除多出来的资源
                    {
                        if (path == "")
                        {
                            path = Path.Combine(hlodGenerate.m_MeshAssetPath, ExportHLODsByMesh.s_DirectoryName, lodVolume.combined._hlodRoot.name);
                            path = Path.ChangeExtension(path, "asset");
                        }
                        DestroyImmediate(lodVolume.GetComponent <LODGroup>());
                        DestroyImmediate(lodVolume.combined._hlodRoot);
                        lodVolume.combined._hlodRoot = null;

                        if (path != "")
                        {
                            AssetDatabase.DeleteAsset(path);
                        }
                    }
                    else if (path == "")//更新资源
                    {
                        //ExportHLODsByMesh.PersistHLODs(lodVolume.hlodRoot.transform, hlodGenerate.m_MeshAssetPath);
                        ExportHLODsByMesh.PersistHLODOfFbx(lodVolume.combined._hlodRoot.transform, hlodGenerate.m_MeshAssetPath);
                        if (!hlodGenerate.StreamUpdate.Contains(lodVolume))
                        {
                            hlodGenerate.StreamUpdate.Add(lodVolume);
                        }
                    }
                    EditorUtility.SetDirty(lodVolume);
                }

                foreach (LODVolume lv in lodVolume.childVolumes)
                {
                    queue.Enqueue(lv);
                }
            }
            //AssetDatabase.StopAssetEditing();
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
        }
示例#2
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()));
            }
        }