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9 Commits

  1. 514
      Assets/CloneTypesTemplate/Editor/SceneTool.cs
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      Assets/CloneTypesTemplate/TankArea.prefab
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      Assets/LoadShader.cs
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514
Assets/CloneTypesTemplate/Editor/SceneTool.cs

@ -6,6 +6,7 @@ using UnityEngine.AI;
using System.IO;
using System.Text;
using System;
using Unity.AI.Navigation;
public class SceneTool
{
@ -26,8 +27,8 @@ public class SceneTool
}
}
}
[MenuItem("SceneTool/AddColider")]//移除碰撞器
public static void AddColider()
[MenuItem("SceneTool/CheckColider")]//碰撞器mesh丢失
public static void CheckColider()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
{
@ -35,12 +36,519 @@ public class SceneTool
{
if (obj[i].GetComponent<MeshRenderer>())
{
if (!obj[i].GetComponent<MeshCollider>())
if (obj[i].GetComponent<MeshCollider>())
{
if (obj[i].GetComponent<MeshCollider>().sharedMesh == null)
{
if (obj[i].GetComponent<MeshFilter>().sharedMesh != null)
{
obj[i].GetComponent<MeshCollider>().sharedMesh = obj[i].GetComponent<MeshFilter>().sharedMesh;
}
Debug.LogError(obj[i].name);
}
}
}
}
}
}
[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("xhs") &&
!obj[i].name.ToLower().Contains("xhs_name") &&
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/CheckEmpty")]
public static void CheckEmpty()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<CloneableEnums>() && obj[i].gameObject.GetComponent<CloneableEnums>().CloneableTypes.Count > 0)
{
if (!obj[i].GetComponent<CloneEnumsHelp>())
{
Debug.Log(obj[i].name);
}
}
if (obj[i].GetComponent<CloneEnumsHelp>())
{
if (obj[i].GetComponent<CloneEnumsHelp>().cloneOnFloorType < CloneOnFloorType.ShiWaiCar ||
obj[i].GetComponent<CloneEnumsHelp>().cloneOnFloorType > CloneOnFloorType.GuanQuDiMian)
{
Debug.Log(obj[i].name);
}
}
}
}
}
[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/AddColider")]
public static void AddColider()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Unfiltered);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<NavMeshModifier>())
{
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
}
}
}
}
[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;
}
}
}
}
[MenuItem("SceneTool/AddNewScripts")]//优化增加新的脚本
public static void AddNewScripts()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].gameObject.activeInHierarchy && obj[i].gameObject.GetComponent<CloneableEnums>() && obj[i].gameObject.GetComponent<CloneableEnums>().CloneableTypes.Count > 0)
{
if (!obj[i].gameObject.GetComponent<CloneEnumsHelp>())
{
obj[i].gameObject.AddComponent<CloneEnumsHelp>();
}
var count = obj[i].GetComponent<CloneableEnums>().CloneableTypes.Count;
if (count == 80)// 室外车能走
{
obj[i].gameObject.GetComponent<CloneEnumsHelp>().cloneOnFloorType = CloneOnFloorType.ShiWaiCar;
}
else if (count == 35 && hasParentByName(obj[i].gameObject, "shinei"))// 室内人能走
{
obj[i].gameObject.GetComponent<CloneEnumsHelp>().cloneOnFloorType = CloneOnFloorType.ShiNeiMan;
}
else if (count == 35 && hasParentByName(obj[i].gameObject, "shiwai"))// 楼顶
{
obj[i].gameObject.GetComponent<CloneEnumsHelp>().cloneOnFloorType = CloneOnFloorType.LouDing;
}
else if (count == 47)// 室外人能走
{
obj[i].gameObject.GetComponent<CloneEnumsHelp>().cloneOnFloorType = CloneOnFloorType.ShiWaiMan;
}
else if (count == 35 && !obj[i].gameObject.GetComponent<CloneGameObjInfo>())// 室外人
{
obj[i].gameObject.GetComponent<CloneEnumsHelp>().cloneOnFloorType = CloneOnFloorType.ShiWaiMan;
}
else if (count == 35 && obj[i].gameObject.GetComponent<CloneGameObjInfo>())// 室内人
{
obj[i].gameObject.GetComponent<CloneEnumsHelp>().cloneOnFloorType = CloneOnFloorType.ShiNeiMan;
}
else
{
Debug.Log("警告,有对象没有绑定上脚本" + obj[i].name);
}
}
}
}
private static bool hasParentByName(GameObject gameObject, string parentName)
{
if (gameObject.transform.parent)
{
if (gameObject.transform.parent.name == parentName)
{
return true;
}
else
{
return hasParentByName(gameObject.transform.parent.gameObject, parentName);
}
}
else
{
return false;
}
}
}

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Assets/LoadShader.cs

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using UnityEngine;
using System.Collections;
using UnityEngine.Rendering.Universal;
public class LoadShader : MonoBehaviour
{
private float snakeTime = 0.01f;
void Start()
{
//#if !UNITY_WEBGL || UNITY_EDITOR
SetShader(transform);
setgameobj();
//#endif
}
void setgameobj()
{
foreach (Transform item in transform)
{
if (item.gameObject.activeSelf)
{
StartCoroutine(setGameObj(item.gameObject));
}
}
}
IEnumerator setGameObj(GameObject go)
{
go.SetActive(false);
yield return new WaitForSeconds(snakeTime);
go.SetActive(true);
}
public void SetShader(Transform child)
{
if (child.childCount > 0)
{
for (int i = 0; i < child.childCount; i++)
{
SetShader(child.GetChild(i));
}
}
else
{
if (child.GetComponent<Renderer>())
{
var r = child.GetComponent<Renderer>();
foreach (var material in r.materials)
{
//Debug.Log(material.shader.name);
if (material.shader.name == "Universal Render Pipeline/Lit")
{
StartCoroutine(setshader(material));
}
}
}
if (child.GetComponent<DecalProjector>())
{
var r = child.GetComponent<DecalProjector>().material;
if (r.shader.name == "Shader Graphs/Decal_Graph2")
{
StartCoroutine(setshader1(r));
//Debug.Log(r.name);
}
}
}
}
IEnumerator setshader(Material m)
{
m.shader = null;
yield return new WaitForSeconds(snakeTime);
m.shader = Shader.Find("Universal Render Pipeline/Lit");
}
IEnumerator setshader1(Material m)
{
m.shader = null;
yield return new WaitForSeconds(snakeTime);
m.shader = Shader.Find("Shader Graphs/Decal_Graph2");
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