BITFALL/Assets/BITKit/UnityPluginsSupport/AdvancedCullingSystem/OpenWorldCombiner.cs

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2024-03-17 02:24:55 +08:00
using System.Collections;
using System.Collections.Generic;
using MeshCombineStudio;
using NGS.AdvancedCullingSystem.Dynamic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace BITKit.OpenWorld
{
public class OpenWorldCombiner : MonoBehaviour
{
#if UNITY_EDITOR
[SerializeField] private MeshCombiner meshCombiner;
[BIT]
private void Combine()
{
if (meshCombiner.transform.childCount > 0)
{
if (EditorUtility.DisplayDialog("Warning","继续合并会丢失现有的Rig","OK,丢失已有Rig","取消,保留Rig") is false)
{
Debug.Log("用户取消了合并");
return;
}
}
meshCombiner.CombineAll();
#endif
}
[BIT]
private void AddCullingSource()
{
var reportBuilder = new System.Text.StringBuilder();
var renderers = meshCombiner.GetComponentsInChildren<MeshRenderer>(true);
reportBuilder.AppendLine($"找到{renderers.Length}个Renderer");
foreach (var x in renderers)
{
if (x.GetComponent<DC_SourceSettings>()) continue;
x.gameObject.AddComponent<DC_SourceSettings>();
reportBuilder.AppendLine($"为{x.name}添加了DC_SourceSettings");
}
Debug.Log(reportBuilder.ToString());
}
}
}