mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2025-07-01 22:16:09 +02:00
Fixed LODs and Mesh generation.
This commit is contained in:
@ -1,3 +1,4 @@
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
@ -14,15 +15,15 @@ namespace TAO.VertexAnimation.Editor
|
||||
parent = PrefabUtility.LoadPrefabContents(path);
|
||||
|
||||
// Check setup.
|
||||
//if (!parent.TryGetComponent(out LODGroup _))
|
||||
//{
|
||||
// parent.AddComponent<LODGroup>();
|
||||
//}
|
||||
if (!parent.TryGetComponent(out LODGroup _))
|
||||
{
|
||||
parent.AddComponent<LODGroup>();
|
||||
}
|
||||
|
||||
//if (!parent.TryGetComponent(out VA_AnimatorComponentAuthoring _))
|
||||
//{
|
||||
// parent.AddComponent<VA_AnimatorComponentAuthoring>();
|
||||
//}
|
||||
if (!parent.TryGetComponent(out VA_AnimationLibraryComponentAuthoring _))
|
||||
{
|
||||
parent.AddComponent<VA_AnimationLibraryComponentAuthoring>();
|
||||
}
|
||||
|
||||
//if (!parent.TryGetComponent(out Unity.Entities.ConvertToEntity _))
|
||||
//{
|
||||
@ -32,12 +33,25 @@ namespace TAO.VertexAnimation.Editor
|
||||
else
|
||||
{
|
||||
// Create parent.
|
||||
parent = new GameObject(name);
|
||||
parent = new GameObject(name, typeof(LODGroup), typeof(VA_AnimationLibraryComponentAuthoring));
|
||||
}
|
||||
|
||||
// Create all LODs.
|
||||
LOD[] lods = new LOD[meshes.Length];
|
||||
|
||||
//string meshPath = "Assets/Mesh" + parent.name;
|
||||
//int index = 0;
|
||||
//foreach ( Mesh mesh in meshes )
|
||||
//{
|
||||
// if ( !AssetDatabaseUtils.HasAsset( meshPath + index + ".asset", typeof( Mesh ) ) )
|
||||
// {
|
||||
// AssetDatabase.CreateAsset( mesh, meshPath + index + ".asset" );
|
||||
// }
|
||||
//
|
||||
// index++;
|
||||
//}
|
||||
|
||||
AssetDatabase.SaveAssets();
|
||||
for (int i = 0; i < meshes.Length; i++)
|
||||
{
|
||||
string childName = string.Format("{0}_LOD{1}", name, i);
|
||||
@ -51,10 +65,15 @@ namespace TAO.VertexAnimation.Editor
|
||||
}
|
||||
else
|
||||
{
|
||||
child = new GameObject(childName, typeof(MeshFilter), typeof(MeshRenderer));
|
||||
child = new GameObject(childName, typeof(MeshFilter), typeof(MeshRenderer), typeof(VA_AnimationDataComponentAuthoring));
|
||||
}
|
||||
}
|
||||
|
||||
if (!child.TryGetComponent(out VA_AnimationDataComponentAuthoring ad))
|
||||
{
|
||||
child.AddComponent<VA_AnimationDataComponentAuthoring>();
|
||||
}
|
||||
|
||||
if (child.TryGetComponent(out MeshFilter mf))
|
||||
{
|
||||
mf.sharedMesh = meshes[i];
|
||||
@ -66,12 +85,12 @@ namespace TAO.VertexAnimation.Editor
|
||||
}
|
||||
|
||||
child.transform.SetParent(parent.transform);
|
||||
//lods[i] = new LOD(lodTransitions[i], new Renderer[1] { mr });
|
||||
lods[i] = new LOD(lodTransitions[i], new Renderer[1] { mr });
|
||||
}
|
||||
|
||||
//var lodGroup = parent.GetComponent<LODGroup>();
|
||||
//lodGroup.SetLODs(lods);
|
||||
//lodGroup.RecalculateBounds();
|
||||
var lodGroup = parent.GetComponent<LODGroup>();
|
||||
lodGroup.SetLODs(lods);
|
||||
lodGroup.RecalculateBounds();
|
||||
|
||||
// Create prefab.
|
||||
GameObject prefab = PrefabUtility.SaveAsPrefabAssetAndConnect(parent, path, InteractionMode.AutomatedAction);
|
||||
|
@ -156,8 +156,8 @@ namespace TAO.VertexAnimation.Editor
|
||||
// Get info.
|
||||
NamingConventionUtils.PositionMapInfo info = bakedData.GetPositionMap.name.GetTextureInfo();
|
||||
|
||||
bakedData.mesh.SetTriangles( bakedData.mesh.triangles, 0 );
|
||||
meshes = new[] { bakedData.mesh };
|
||||
//bakedData.mesh.SetTriangles( bakedData.mesh.triangles, 0 );
|
||||
//meshes = new[] { bakedData.mesh };
|
||||
|
||||
// Generate Material
|
||||
if (!AssetDatabaseUtils.HasChildAsset(this, material))
|
||||
|
Reference in New Issue
Block a user