VertexAnimation/Editor/Scripts/ModelBaker/AnimationPrefab.cs

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2.3 KiB
C#
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using UnityEngine;
using UnityEditor;
namespace TAO.VertexAnimation.Editor
{
public static class AnimationPrefab
{
public static GameObject Create(string path, string name, Mesh[] meshes, Material material, float[] lodTransitions)
{
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GameObject parent = null;
if (AssetDatabaseUtils.HasAsset(path, typeof(GameObject)))
{
// Load existing parent.
parent = PrefabUtility.LoadPrefabContents(path);
// Check setup.
if (!parent.TryGetComponent(out LODGroup _))
{
parent.AddComponent<LODGroup>();
}
if (!parent.TryGetComponent(out VA_AnimatorComponentAuthoring _))
{
parent.AddComponent<VA_AnimatorComponentAuthoring>();
}
if (!parent.TryGetComponent(out Unity.Entities.ConvertToEntity _))
{
parent.AddComponent<Unity.Entities.ConvertToEntity>();
}
}
else
{
// Create parent.
parent = new GameObject(name, typeof(LODGroup), typeof(VA_AnimatorComponentAuthoring), typeof(Unity.Entities.ConvertToEntity));
}
// Create all LODs.
LOD[] lods = new LOD[meshes.Length];
for (int i = 0; i < meshes.Length; i++)
{
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string childName = string.Format("{0}_LOD{1}", name, i);
GameObject child;
{
Transform t = parent.transform.Find(childName);
if (t)
{
child = t.gameObject;
}
else
{
child = new GameObject(childName, typeof(MeshFilter), typeof(MeshRenderer));
}
}
if (child.TryGetComponent(out MeshFilter mf))
{
mf.sharedMesh = meshes[i];
}
if (child.TryGetComponent(out MeshRenderer mr))
{
mr.sharedMaterial = material;
}
child.transform.SetParent(parent.transform);
lods[i] = new LOD(lodTransitions[i], new Renderer[1] { mr });
}
var lodGroup = parent.GetComponent<LODGroup>();
lodGroup.SetLODs(lods);
lodGroup.RecalculateBounds();
// Create prefab.
GameObject prefab = PrefabUtility.SaveAsPrefabAssetAndConnect(parent, path, InteractionMode.AutomatedAction);
GameObject.DestroyImmediate(parent);
return prefab;
}
public static GameObject Create(string path, string name, Mesh[] meshes, Material material, AnimationCurve lodTransitions)
{
float[] lt = new float[meshes.Length];
for (int i = 0; i < lt.Length; i++)
{
lt[i] = lodTransitions.Evaluate((1.0f / lt.Length) * (i + 1));
}
return Create(path, name, meshes, material, lt);
}
}
}