using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace MeshCombineStudio { [ExecuteInEditMode] public class MeshCombinerData : MonoBehaviour { public Dictionary colliderLookup = new Dictionary(); public Dictionary lodGroupLookup = new Dictionary(); [HideInInspector] public List combinedGameObjects = new List(); [HideInInspector] public List foundObjects = new List(); [HideInInspector] public List foundLodObjects = new List(); [HideInInspector] public List foundLodGroups = new List(); [HideInInspector] public List foundColliders = new List(); void OnValidate() { hideFlags = HideFlags.HideInInspector; } void OnEnable() { hideFlags = HideFlags.HideInInspector; } public void ClearAll() { combinedGameObjects.Clear(); foundObjects.Clear(); foundLodObjects.Clear(); foundLodGroups.Clear(); foundColliders.Clear(); colliderLookup.Clear(); lodGroupLookup.Clear(); } } //[Serializable] //public struct FoundLODGroup //{ // public LODGroup lodGroup; // public CachedGameObject cachedGO; // public FoundLODGroup(LODGroup lodGroup, CachedGameObject cachedGO) // { // this.lodGroup = lodGroup; // this.cachedGO = cachedGO; // } //} //[Serializable] //public struct FoundCollider //{ // public Collider collider; // public CachedGameObject cachedGO; // public FoundCollider(Collider collider, CachedGameObject cachedGO) // { // this.collider = collider; // this.cachedGO = cachedGO; // } //} }