mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-09 22:32:55 +01:00
95 lines
2.3 KiB
C#
95 lines
2.3 KiB
C#
using UnityEngine;
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using UnityEditor;
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namespace TAO.VertexAnimation.Editor
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{
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public static class AnimationPrefab
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{
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public static GameObject Create(string path, string name, Mesh[] meshes, Material material, float[] lodTransitions)
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{
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GameObject parent = null;
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if (AssetDatabaseUtils.HasAsset(path, typeof(GameObject)))
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{
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// Load existing parent.
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parent = PrefabUtility.LoadPrefabContents(path);
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// Check setup.
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if (!parent.TryGetComponent(out LODGroup _))
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{
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parent.AddComponent<LODGroup>();
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}
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if (!parent.TryGetComponent(out VA_AnimatorComponentAuthoring _))
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{
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parent.AddComponent<VA_AnimatorComponentAuthoring>();
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}
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if (!parent.TryGetComponent(out Unity.Entities.ConvertToEntity _))
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{
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parent.AddComponent<Unity.Entities.ConvertToEntity>();
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}
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}
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else
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{
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// Create parent.
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parent = new GameObject(name, typeof(LODGroup), typeof(VA_AnimatorComponentAuthoring), typeof(Unity.Entities.ConvertToEntity));
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}
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// Create all LODs.
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LOD[] lods = new LOD[meshes.Length];
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for (int i = 0; i < meshes.Length; i++)
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{
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string childName = string.Format("{0}_LOD{1}", name, i);
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GameObject child;
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{
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Transform t = parent.transform.Find(childName);
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if (t)
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{
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child = t.gameObject;
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}
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else
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{
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child = new GameObject(childName, typeof(MeshFilter), typeof(MeshRenderer));
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}
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}
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if (child.TryGetComponent(out MeshFilter mf))
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{
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mf.sharedMesh = meshes[i];
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}
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if (child.TryGetComponent(out MeshRenderer mr))
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{
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mr.sharedMaterial = material;
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}
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child.transform.SetParent(parent.transform);
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lods[i] = new LOD(lodTransitions[i], new Renderer[1] { mr });
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}
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var lodGroup = parent.GetComponent<LODGroup>();
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lodGroup.SetLODs(lods);
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lodGroup.RecalculateBounds();
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// Create prefab.
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GameObject prefab = PrefabUtility.SaveAsPrefabAssetAndConnect(parent, path, InteractionMode.AutomatedAction);
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GameObject.DestroyImmediate(parent);
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return prefab;
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}
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public static GameObject Create(string path, string name, Mesh[] meshes, Material material, AnimationCurve lodTransitions)
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{
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float[] lt = new float[meshes.Length];
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for (int i = 0; i < lt.Length; i++)
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{
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lt[i] = lodTransitions.Evaluate((1.0f / lt.Length) * (i + 1));
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}
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return Create(path, name, meshes, material, lt);
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}
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}
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} |