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using System;
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using System.Collections;
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using System.Collections.Generic;
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using MeshCombineStudio;
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using NGS.AdvancedCullingSystem.Dynamic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace BITKit.OpenWorld
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{
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public class OpenWorldCombiner : MonoBehaviour
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{
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[SerializeField] private MeshCombiner meshCombiner;
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private void Start()
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{
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meshCombiner.onCombiningReady += AddCullingSource;
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}
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private void AddCullingSource(MeshCombiner meshcombiner)
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{
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AddCullingSource();
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}
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[BIT]
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private void AddCullingSource()
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{
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var reportBuilder = new System.Text.StringBuilder();
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var renderers = meshCombiner.GetComponentsInChildren<MeshRenderer>(true);
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reportBuilder.AppendLine($"找到{renderers.Length}个Renderer");
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foreach (var x in renderers)
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{
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if (x.GetComponent<DC_SourceSettings>()) continue;
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x.gameObject.AddComponent<DC_SourceSettings>();
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reportBuilder.AppendLine($"为{x.name}添加了DC_SourceSettings");
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}
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Debug.Log(reportBuilder.ToString());
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}
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}
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}
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