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characterCustomezition的资源打包代码分析
using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine; class CreateAssetbundles { // This method creates an assetbundle of each SkinnedMeshRenderer // found in any selected character fbx, and adds any materials that // are intended to be used by the specific SkinnedMeshRenderer. [MenuItem("Character Generator/Create Assetbundles")] static void Execute() { bool createdBundle = false; foreach (Object o in Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets))//返回通过类型和选择模式过滤的当前选择的物体。 { if (!(o is GameObject)) continue;//如果不是GameObject就跳过本次循环 if (o.name.Contains("@")) continue;//如果是动画片段就跳过本次循环 if (!AssetDatabase.GetAssetPath(o).Contains("/characters/")) continue;//如果含有指定的目录名就跳过本次循环 GameObject characterFBX = (GameObject)o;//将o强制转换为GameObject string name = characterFBX.name.ToLower();//获取名字 Debug.Log("******* Creating assetbundles for: " + name + " *******"); // Create a directory to store the generated assetbundles. if (!Directory.Exists(AssetbundlePath))//检查AssetbundlePath是否存在 Directory.CreateDirectory(AssetbundlePath);//如果不存在就创建目录 // Delete existing assetbundles for current character. string[] existingAssetbundles = Directory.GetFiles(AssetbundlePath);//获取AssetbundlePath目录下的文件 foreach (string bundle in existingAssetbundles) { if (bundle.EndsWith(".assetbundle") && bundle.Contains("/assetbundles/" + name))//删除重复的文件 File.Delete(bundle); } // Save bones and animations to a seperate assetbundle. Any // possible combination of CharacterElements will use these // assets as a base. As we can not edit assets we instantiate // the fbx and remove what we dont need. As only assets can be // added to assetbundles we save the result as a prefab and delete // it as soon as the assetbundle is created. GameObject characterClone = (GameObject)Object.Instantiate(characterFBX);//克隆一个GO foreach (SkinnedMeshRenderer smr in characterClone.GetComponentsInChildren<SkinnedMeshRenderer>())//得到子物体的SkinnedMeshRenderer组件不包括Inactive Object.DestroyImmediate(smr.gameObject);//销毁资源 characterClone.AddComponent<SkinnedMeshRenderer>();//添加SkinnedMeshRenderer组件到Clone体 Object characterBasePrefab = GetPrefab(characterClone, "characterbase");//得到一个预制件,并销毁clone体 string path = AssetbundlePath + name + "_characterbase.assetbundle";//路径及文件名 BuildPipeline.BuildAssetBundle(characterBasePrefab, null, path, BuildAssetBundleOptions.CollectDependencies);//建一个压缩的unity3d文件,包含资源的集合 AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(characterBasePrefab));//销毁预制件 // Collect materials. List<Material> materials = EditorHelpers.CollectAll<Material>(GenerateMaterials.MaterialsPath(characterFBX));//获取fbx目录下的所有Material // Create assetbundles for each SkinnedMeshRenderer. foreach (SkinnedMeshRenderer smr in characterFBX.GetComponentsInChildren<SkinnedMeshRenderer>(true))//获取fbx及子物体的SkinnedMeshRenderer组件包括Inactive { List<Object> toinclude = new List<Object>(); // Save the current SkinnedMeshRenderer as a prefab so it can be included // in the assetbundle. As instantiating part of an fbx results in the // entire fbx being instantiated, we have to dispose of the entire instance // after we detach the SkinnedMeshRenderer in question. GameObject rendererClone = (GameObject)EditorUtility.InstantiatePrefab(smr.gameObject);//clone给定的预制件 GameObject rendererParent = rendererClone.transform.parent.gameObject;//获取父对象 rendererClone.transform.parent = null;//清空clone体的父对象引用 Object.DestroyImmediate(rendererParent);//摧毁父对象 Object rendererPrefab = GetPrefab(rendererClone, "rendererobject");//得到一个预制件,并销毁clone体 toinclude.Add(rendererPrefab);//放置到容器中 // Collect applicable materials. foreach (Material m in materials) if (m.name.Contains(smr.name.ToLower())) toinclude.Add(m); // When assembling a character, we load SkinnedMeshRenderers from assetbundles, // and as such they have lost the references to their bones. To be able to // remap the SkinnedMeshRenderers to use the bones from the characterbase assetbundles, // we save the names of the bones used. List<string> boneNames = new List<string>(); foreach (Transform t in smr.bones)//获取骨骼 boneNames.Add(t.name); string stringholderpath = "Assets/bonenames.asset"; AssetDatabase.CreateAsset(new StringHolder(boneNames.ToArray()), stringholderpath);//在指定的路径创建资源 toinclude.Add(AssetDatabase.LoadAssetAtPath(stringholderpath, typeof (StringHolder)));//返回在指定位置stringholderpath下第一个类型是StringHolder的资源对象。并添加到容器中 // Save the assetbundle. string bundleName = name + "_" + smr.name.ToLower(); path = AssetbundlePath + bundleName + ".assetbundle"; BuildPipeline.BuildAssetBundle(null, toinclude.ToArray(), path, BuildAssetBundleOptions.CollectDependencies); Debug.Log("Saved " + bundleName + " with " + (toinclude.Count - 2) + " materials"); // Delete temp assets. AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(rendererPrefab)); AssetDatabase.DeleteAsset(stringholderpath); createdBundle = true; } } if (createdBundle) UpdateCharacterElementDatabase.Execute(); else EditorUtility.DisplayDialog("Character Generator", "No Asset Bundles created. Select the characters folder in the Project pane to process all characters. Select subfolders to process specific characters.", "Ok"); } static Object GetPrefab(GameObject go, string name) { Object tempPrefab = EditorUtility.CreateEmptyPrefab("Assets/" + name + ".prefab");//创建一个empty预制件 tempPrefab = EditorUtility.ReplacePrefab(go, tempPrefab);//将GO替换为tmpPrefab Object.DestroyImmediate(go);//销毁资源 return tempPrefab;//返回tmpPrefab } public static string AssetbundlePath { get { return "assetbundles" + Path.DirectorySeparatorChar; } } }
原地址:http://www.cnblogs.com/hisiqi/p/3203473.html
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