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8 Commits

  1. 132
      .gitignore
  2. 3
      .gitmodules
  3. 8
      Assets/BuildingScene.meta
  4. 911
      Assets/BuildingScene.unity
  5. 7
      Assets/BuildingScene.unity.meta
  6. BIN
      Assets/BuildingScene/NavMesh-NavMan.asset
  7. 8
      Assets/BuildingScene/NavMesh-NavMan.asset.meta
  8. 8
      Assets/Editor.meta
  9. 544
      Assets/Editor/SceneTool.cs
  10. 11
      Assets/Editor/SceneTool.cs.meta
  11. 8
      Assets/HTDDTZ.meta
  12. 8
      Assets/HTDDTZ/Prefab.meta
  13. 90312
      Assets/HTDDTZ/Prefab/ChongQingHTDDTZ.prefab
  14. 7
      Assets/HTDDTZ/Prefab/ChongQingHTDDTZ.prefab.meta
  15. 8012
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  16. 7
      Assets/HTDDTZ/Prefab/TreeAll.prefab.meta
  17. 1139
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  18. 7
      Assets/HTDDTZ/Prefab/XunLu.prefab.meta
  19. 1778
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  20. 7
      Assets/HTDDTZ/Prefab/xinzeng.prefab.meta
  21. 8
      Assets/HTDDTZ/Prop.meta
  22. BIN
      Assets/HTDDTZ/Prop/XunLu.FBX
  23. 207
      Assets/HTDDTZ/Prop/XunLu.FBX.meta
  24. 8
      Assets/HTDDTZ/Scene.meta
  25. 8
      Assets/HTDDTZ/Scene/Materials.meta
  26. 78
      Assets/HTDDTZ/Scene/Materials/BL.mat
  27. 8
      Assets/HTDDTZ/Scene/Materials/BL.mat.meta
  28. 78
      Assets/HTDDTZ/Scene/Materials/CMWD_CJ_glass5.mat
  29. 8
      Assets/HTDDTZ/Scene/Materials/CMWD_CJ_glass5.mat.meta
  30. 77
      Assets/HTDDTZ/Scene/Materials/Color_01.mat
  31. 8
      Assets/HTDDTZ/Scene/Materials/Color_01.mat.meta
  32. 77
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  33. 8
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  34. 77
      Assets/HTDDTZ/Scene/Materials/DT.mat
  35. 8
      Assets/HTDDTZ/Scene/Materials/DT.mat.meta
  36. 78
      Assets/HTDDTZ/Scene/Materials/HB_ZT_langan.mat
  37. 8
      Assets/HTDDTZ/Scene/Materials/HB_ZT_langan.mat.meta
  38. 78
      Assets/HTDDTZ/Scene/Materials/HB_ZT_langan2.mat
  39. 8
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  40. 77
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  41. 8
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  42. 77
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  43. 8
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  44. 77
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  45. 8
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  46. 77
      Assets/HTDDTZ/Scene/Materials/HTD_SN_SheBei2.mat
  47. 8
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  48. 77
      Assets/HTDDTZ/Scene/Materials/HTD_SN_SheBei3.mat
  49. 8
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  50. 77
      Assets/HTDDTZ/Scene/Materials/HTD_SN_SheBei4.mat
  51. 8
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  52. 77
      Assets/HTDDTZ/Scene/Materials/LB_01.mat
  53. 8
      Assets/HTDDTZ/Scene/Materials/LB_01.mat.meta
  54. 77
      Assets/HTDDTZ/Scene/Materials/PD4.mat
  55. 8
      Assets/HTDDTZ/Scene/Materials/PD4.mat.meta
  56. 77
      Assets/HTDDTZ/Scene/Materials/Paizi.mat
  57. 8
      Assets/HTDDTZ/Scene/Materials/Paizi.mat.meta
  58. 77
      Assets/HTDDTZ/Scene/Materials/SC2.mat
  59. 8
      Assets/HTDDTZ/Scene/Materials/SC2.mat.meta
  60. 78
      Assets/HTDDTZ/Scene/Materials/TM.mat
  61. 8
      Assets/HTDDTZ/Scene/Materials/TM.mat.meta
  62. 77
      Assets/HTDDTZ/Scene/Materials/TSF_WG_PFK.mat
  63. 8
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  64. 77
      Assets/HTDDTZ/Scene/Materials/TSF_WG_wall62.mat
  65. 8
      Assets/HTDDTZ/Scene/Materials/TSF_WG_wall62.mat.meta
  66. 77
      Assets/HTDDTZ/Scene/Materials/TSF_WG_wall63.mat
  67. 8
      Assets/HTDDTZ/Scene/Materials/TSF_WG_wall63.mat.meta
  68. 77
      Assets/HTDDTZ/Scene/Materials/XJ-shui.mat
  69. 8
      Assets/HTDDTZ/Scene/Materials/XJ-shui.mat.meta
  70. 77
      Assets/HTDDTZ/Scene/Materials/cao.mat
  71. 8
      Assets/HTDDTZ/Scene/Materials/cao.mat.meta
  72. 77
      Assets/HTDDTZ/Scene/Materials/door1.mat
  73. 8
      Assets/HTDDTZ/Scene/Materials/door1.mat.meta
  74. 77
      Assets/HTDDTZ/Scene/Materials/eeee.mat
  75. 8
      Assets/HTDDTZ/Scene/Materials/eeee.mat.meta
  76. 77
      Assets/HTDDTZ/Scene/Materials/metel02.mat
  77. 8
      Assets/HTDDTZ/Scene/Materials/metel02.mat.meta
  78. 77
      Assets/HTDDTZ/Scene/Materials/rock10L.mat
  79. 8
      Assets/HTDDTZ/Scene/Materials/rock10L.mat.meta
  80. 77
      Assets/HTDDTZ/Scene/Materials/shicai2.mat
  81. 8
      Assets/HTDDTZ/Scene/Materials/shicai2.mat.meta
  82. 77
      Assets/HTDDTZ/Scene/Materials/tie01.mat
  83. 8
      Assets/HTDDTZ/Scene/Materials/tie01.mat.meta
  84. 77
      Assets/HTDDTZ/Scene/Materials/wall02.mat
  85. 8
      Assets/HTDDTZ/Scene/Materials/wall02.mat.meta
  86. 77
      Assets/HTDDTZ/Scene/Materials/wall03.mat
  87. 8
      Assets/HTDDTZ/Scene/Materials/wall03.mat.meta
  88. 77
      Assets/HTDDTZ/Scene/Materials/wall7.mat
  89. 8
      Assets/HTDDTZ/Scene/Materials/wall7.mat.meta
  90. 77
      Assets/HTDDTZ/Scene/Materials/xj-cp-08.mat
  91. 8
      Assets/HTDDTZ/Scene/Materials/xj-cp-08.mat.meta
  92. 77
      Assets/HTDDTZ/Scene/Materials/xj-cp-10.mat
  93. 8
      Assets/HTDDTZ/Scene/Materials/xj-cp-10.mat.meta
  94. 77
      Assets/HTDDTZ/Scene/Materials/xj-cp-14.mat
  95. 8
      Assets/HTDDTZ/Scene/Materials/xj-cp-14.mat.meta
  96. 77
      Assets/HTDDTZ/Scene/Materials/xj-cp-17.mat
  97. 8
      Assets/HTDDTZ/Scene/Materials/xj-cp-17.mat.meta
  98. 77
      Assets/HTDDTZ/Scene/Materials/xj-cp-31.mat
  99. 8
      Assets/HTDDTZ/Scene/Materials/xj-cp-31.mat.meta
  100. 77
      Assets/HTDDTZ/Scene/Materials/xj-lm-00.mat
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132
.gitignore vendored

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# ---> Unity
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
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*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
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# Unity3D Generated File On Crash Reports
sysinfo.txt
# ---> C Sharp
# Build Folders (you can keep bin if you'd like, to store dlls and pdbs)
[Bb]in/
[Oo]bj/
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TestResults
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## files generated by popular Visual Studio add-ons.
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[Rr]elease/
x64/
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*.ilk
*.obj
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*.rsp
*.sbr
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*.tmp
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ipch/
*.aps
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*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*
# NCrunch
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[Ee]xpress
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DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish
# Publish Web Output
*.Publish.xml
# NuGet Packages Directory
packages
# Windows Azure Build Output
csx
*.build.csdef
# Windows Store app package directory
AppPackages/
# Others
[Bb]in
[Oo]bj
sql
TestResults
[Tt]est[Rr]esult*
*.Cache
ClientBin
[Ss]tyle[Cc]op.*
~$*
*.dbmdl
Generated_Code #added for RIA/Silverlight projects
# Backup & report files from converting an old project file to a newer
# Visual Studio version. Backup files are not needed, because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
/Logs
/.vs

3
.gitmodules vendored

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[submodule "Assets/MscPublic"]
path = Assets/MscPublic
url = http://39.106.78.171:3000/AX-ORG/MscPublicChongQing.git

8
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.AI;
using System.IO;
using System.Text;
using System;
public class SceneTool
{
[MenuItem("SceneTool/SetFloorMessage")]//添加FloorMessage脚本绑定楼层信息
public static void SetFloorMessage()
{
Transform neiParent = GameObject.Find("shinei").transform.GetChild(0);
for (int i = 0; i < neiParent.childCount; i++)
{
//Debug.Log(neiParent.GetChild(i).name);
if (!neiParent.GetChild(i).GetComponent<FloorMessage>())
{
neiParent.GetChild(i).gameObject.AddComponent<FloorMessage>();
}
FloorMessage msg = neiParent.GetChild(i).GetComponent<FloorMessage>();
msg.targetTrans = GetTarget(neiParent.GetChild(i));
msg.buildNum = neiParent.name;
if (!neiParent.GetChild(i).name.ToLower().Contains("m"))
{
string floornum = neiParent.GetChild(i).name.Substring
(neiParent.GetChild(i).name.ToLower().IndexOf("nei") + 3, neiParent.GetChild(i).name.Length - 3);
msg.floorNum = int.Parse(floornum);
msg.interlayerNum = 0;
}
else
{
msg.floorNum = int.Parse(neiParent.GetChild(i).name.Substring
(neiParent.GetChild(i).name.ToLower().IndexOf("nei") + 3, neiParent.GetChild(i).name.ToLower().IndexOf("m")
- neiParent.GetChild(i).name.ToLower().IndexOf("nei") - 3));
msg.interlayerNum = int.Parse(neiParent.GetChild(i).name.Substring
(neiParent.GetChild(i).name.ToLower().IndexOf("m") + 1, neiParent.GetChild(i).name.Length -
neiParent.GetChild(i).name.ToLower().IndexOf("m") - 1));
}
}
Transform waiParent = GameObject.Find("shiwai").transform.GetChild(0);
for (int i = 0; i < waiParent.childCount; i++)
{
//Debug.Log(waiParent.GetChild(i).name);
if (!waiParent.GetChild(i).GetComponent<FloorMessage>())
{
waiParent.GetChild(i).gameObject.AddComponent<FloorMessage>();
}
FloorMessage msg = waiParent.GetChild(i).GetComponent<FloorMessage>();
msg.buildNum = waiParent.name;
if (!waiParent.GetChild(i).name.ToLower().Contains("m"))
{
string floornum = waiParent.GetChild(i).name.Substring
(waiParent.GetChild(i).name.ToLower().IndexOf("wai") + 3, waiParent.GetChild(i).name.Length - 3);
msg.floorNum = int.Parse(floornum);
msg.interlayerNum = 0;
}
else
{
msg.floorNum = int.Parse(waiParent.GetChild(i).name.Substring
(waiParent.GetChild(i).name.ToLower().IndexOf("wai") + 3, waiParent.GetChild(i).name.ToLower().IndexOf("m")
- waiParent.GetChild(i).name.ToLower().IndexOf("wai") - 3));
msg.interlayerNum = int.Parse(waiParent.GetChild(i).name.Substring
(waiParent.GetChild(i).name.ToLower().IndexOf("m") + 1, waiParent.GetChild(i).name.Length -
waiParent.GetChild(i).name.ToLower().IndexOf("m") - 1));
}
}
}
static Transform GetTarget(Transform parent)
{
for (int i = 0; i < parent.childCount; i++)
{
if (parent.GetChild(i).name.ToLower().Contains("_floor")
|| parent.GetChild(i).name.ToLower().Contains("-floor")
)
{
return parent.GetChild(i);
}
}
return parent;
}
[MenuItem("SceneTool/Setshinei")]//添加寻路层(选中shinei对象设置,注:扶梯情况特殊没有包含)
public static void SetShiNei()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
if ((obj[i].name.ToLower().Contains("floor") ||//地面
obj[i].name.ToLower().Contains("lt") ||
obj[i].name.ToLower().Contains("chedao") ||
obj[i].name.ToLower().Contains("ft")) && !obj[i].name.ToLower().Contains("ltcs"))
{
obj[i].gameObject.layer = LayerMask.NameToLayer("SoldierRoad");
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<PathFindable>())
{
obj[i].gameObject.AddComponent<PathFindable>();
}
if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
{
obj[i].gameObject.AddComponent<CloneGameObjInfo>();
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.ShiNeiMan;
if (obj[i].GetComponentInParent<FloorMessage>())
{
FloorMessage fmg = obj[i].GetComponentInParent<FloorMessage>();
obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum;
}
}
if (obj[i].name.ToLower().Contains("wall") ||//墙面
obj[i].name.ToLower().Contains("zhuzi"))
{
obj[i].gameObject.layer = LayerMask.NameToLayer("SoldierRoad");
if (!obj[i].gameObject.GetComponent<NavMeshModifier>())
{
obj[i].gameObject.AddComponent<NavMeshModifier>();
}
NavMeshModifier mod = obj[i].gameObject.GetComponent<NavMeshModifier>();
mod.overrideArea = true;
mod.area = 1;
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
}
}
}
}
[MenuItem("SceneTool/SetshineiXHS")]//设置室内消火栓属性
public static void SetSNXHS()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].name.ToLower().Contains("snxh") &&
obj[i].GetComponent<MeshRenderer>())
{
if (!obj[i].gameObject.GetComponent<BoxCollider>())
{
obj[i].gameObject.AddComponent<BoxCollider>();
}
if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
{
obj[i].gameObject.AddComponent<CloneGameObjInfo>();
}
obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.IndoorFireHydrant;
if (!obj[i].gameObject.GetComponent<InDoorHydrantMessage>())
{
obj[i].gameObject.AddComponent<InDoorHydrantMessage>();
}
if (!obj[i].gameObject.GetComponent<WaterSource>())
{
obj[i].gameObject.AddComponent<WaterSource>();
}
if (obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjID == 0)
{
long staticGameObjId = (long)GUID.NewGuid(1, 1);
obj[i].gameObject.GetComponent<CloneGameObjInfo>().SetGameObjID(staticGameObjId);
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.ShiNeiXHS;
if (obj[i].GetComponentInParent<FloorMessage>())
{
FloorMessage fmg = obj[i].GetComponentInParent<FloorMessage>();
obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum;
}
}
}
}
[MenuItem("SceneTool/DiXiaLouDing/CheNengZou")]//地面的楼顶(车能走),常见为地下建筑上的公路
public static void DiXiaLouDingCheNengZou()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
obj[i].gameObject.layer = LayerMask.NameToLayer("CarRoad");
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<PathFindable>())
{
obj[i].gameObject.AddComponent<PathFindable>();
}
if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
{
obj[i].gameObject.AddComponent<CloneGameObjInfo>();
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.ShiWaiCar;
if (obj[i].GetComponentInParent<FloorMessage>())
{
FloorMessage fmg = obj[i].GetComponentInParent<FloorMessage>();
obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().SpecialTag = "楼顶";
}
}
}
}
}
[MenuItem("SceneTool/DiXiaLouDing/RenNengZou")]//地面的楼顶(人能走),常见为地下建筑上的小路
public static void DiXiaLouDingRenNengZou()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
obj[i].gameObject.layer = LayerMask.NameToLayer("SoldierRoad");
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<PathFindable>())
{
obj[i].gameObject.AddComponent<PathFindable>();
}
if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
{
obj[i].gameObject.AddComponent<CloneGameObjInfo>();
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.ShiWaiMan;
if (obj[i].GetComponentInParent<FloorMessage>())
{
FloorMessage fmg = obj[i].GetComponentInParent<FloorMessage>();
obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().SpecialTag = "楼顶";
}
}
}
}
}
[MenuItem("SceneTool/DiXiaLouDing/DouBuZou")]//地面的楼顶(都不能走),常见为地下建筑上的花坛
public static void DiXiaLouDingDouBuZou()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
obj[i].gameObject.layer = LayerMask.NameToLayer("CarRoad");
if (!obj[i].gameObject.GetComponent<NavMeshModifier>())
{
obj[i].gameObject.AddComponent<NavMeshModifier>();
}
NavMeshModifier mod = obj[i].gameObject.GetComponent<NavMeshModifier>();
mod.overrideArea = true;
mod.area = 1;
}
}
}
}
[MenuItem("SceneTool/PuTongLouDing/RenNengZou")]//普通的楼顶(人能走),常见为地上建筑的楼顶地板
public static void PuTongLouDingRenNengZou()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
obj[i].gameObject.layer = LayerMask.NameToLayer("SoldierRoad");
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<PathFindable>())
{
obj[i].gameObject.AddComponent<PathFindable>();
}
if (!obj[i].gameObject.GetComponent<CloneGameObjInfo>())
{
obj[i].gameObject.AddComponent<CloneGameObjInfo>();
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.LouDing;
if (obj[i].GetComponentInParent<FloorMessage>())
{
FloorMessage fmg = obj[i].GetComponentInParent<FloorMessage>();
obj[i].gameObject.GetComponent<CloneGameObjInfo>().gameObjType = CloneObjType.StaticGameObject;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().buildNum = fmg.buildNum;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().floorNum = fmg.floorNum;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().interlayerNum = fmg.interlayerNum;
obj[i].gameObject.GetComponent<CloneGameObjInfo>().SpecialTag = "楼顶";
}
}
}
}
}
[MenuItem("SceneTool/PuTongLouDing/DouBuZou")]//普通的楼顶(都不能走)
public static void PuTongLouDingDouBuZou()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
obj[i].gameObject.layer = LayerMask.NameToLayer("SoldierRoad");
if (!obj[i].gameObject.GetComponent<NavMeshModifier>())
{
obj[i].gameObject.AddComponent<NavMeshModifier>();
}
NavMeshModifier mod = obj[i].gameObject.GetComponent<NavMeshModifier>();
mod.overrideArea = true;
mod.area = 1;
}
}
}
}
[MenuItem("SceneTool/ShiWai/CheNengZou")]//地面(车能走),常见为公路
public static void ShiWaiCheNengZou()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
obj[i].gameObject.layer = LayerMask.NameToLayer("CarRoad");
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<PathFindable>())
{
obj[i].gameObject.AddComponent<PathFindable>();
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.ShiWaiCar;
}
}
}
}
[MenuItem("SceneTool/ShiWai/RenNengZou")]//地面(人能走),常见为小路
public static void ShiWaiRenNengZou()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
obj[i].gameObject.layer = LayerMask.NameToLayer("SoldierRoad");
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<PathFindable>())
{
obj[i].gameObject.AddComponent<PathFindable>();
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.ShiWaiMan;
}
}
}
}
[MenuItem("SceneTool/ShiWai/DouBuZou")]//地面(都不能走),常见为花坛
public static void ShiWaiDouBuZou()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
obj[i].gameObject.layer = LayerMask.NameToLayer("CarRoad");
if (!obj[i].gameObject.GetComponent<NavMeshModifier>())
{
obj[i].gameObject.AddComponent<NavMeshModifier>();
}
NavMeshModifier mod = obj[i].gameObject.GetComponent<NavMeshModifier>();
mod.overrideArea = true;
mod.area = 1;
}
}
}
}
[MenuItem("SceneTool/TeShu/YouGuanDing")]//油罐顶
public static void YouGuanDing()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.YouGuanDing;
}
}
}
}
[MenuItem("SceneTool/TeShu/YouGuanBi")]//油罐壁
public static void YouGuanBi()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.YouGuanBi;
}
}
}
}
[MenuItem("SceneTool/TeShu/WeiXianPinYunShuChe")]//危险运输车
public static void WeiXianPinYunShuChe()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
if (!obj[i].gameObject.GetComponent<CloneableEnums>())
{
obj[i].gameObject.AddComponent<CloneableEnums>();
}
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
CloneEnumsHelp cloneEnumsHelp = obj[i].gameObject.GetComponent<CloneEnumsHelp>();
cloneEnumsHelp.cloneOnFloorType = CloneOnFloorType.WeiXianPinYunShuChe;
}
}
}
}
}

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m_Colors:
- _Color: {r: 0.6509434, g: 0.6509434, b: 0.6509434, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 0}

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