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			95 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			95 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using UnityEngine;
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| using UnityEditor;
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| 
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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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| 
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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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| 
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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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| 
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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);
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| 			}
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 			return prefab;
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| 		}
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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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| 
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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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| 
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| 			return Create(path, name, meshes, material, lt);
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| 		}
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| 	}
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| } |