Browse Source

场景整理导出AB包

develop
杨栋梁 2 years ago
parent
commit
672dcf8d6e
  1. 6
      .vsconfig
  2. 63248
      Assets/28ZLFZGS/ZhuoLiFuZhuang.prefab
  3. 2
      Assets/28ZLFZGS/ZhuoLiFuZhuang.prefab.meta
  4. 8
      Assets/BuildingScene.meta
  5. 61605
      Assets/BuildingScene.unity
  6. 2
      Assets/BuildingScene.unity.meta
  7. BIN
      Assets/BuildingScene/NavMesh-NavCar.asset
  8. 8
      Assets/BuildingScene/NavMesh-NavCar.asset.meta
  9. BIN
      Assets/BuildingScene/NavMesh-NavMan.asset
  10. 8
      Assets/BuildingScene/NavMesh-NavMan.asset.meta
  11. 8
      Assets/CloneTypesTemplate.meta
  12. 8
      Assets/CloneTypesTemplate/Editor.meta
  13. 667
      Assets/CloneTypesTemplate/Editor/SceneTool.cs
  14. 11
      Assets/CloneTypesTemplate/Editor/SceneTool.cs.meta
  15. 137
      Assets/CloneTypesTemplate/EvacuatePointParent.prefab
  16. 7
      Assets/CloneTypesTemplate/EvacuatePointParent.prefab.meta
  17. 173
      Assets/CloneTypesTemplate/GetAreaTarget.prefab
  18. 7
      Assets/CloneTypesTemplate/GetAreaTarget.prefab.meta
  19. 62
      Assets/CloneTypesTemplate/NavCar.prefab
  20. 7
      Assets/CloneTypesTemplate/NavCar.prefab.meta
  21. 374
      Assets/CloneTypesTemplate/NavMan.prefab
  22. 7
      Assets/CloneTypesTemplate/NavMan.prefab.meta
  23. 185
      Assets/CloneTypesTemplate/TheCarRoad.prefab
  24. 7
      Assets/CloneTypesTemplate/TheCarRoad.prefab.meta
  25. 8
      Assets/StreamingAssets.meta
  26. 8
      Assets/StreamingAssets/AssetBundles.meta
  27. 8
      Assets/StreamingAssets/AssetBundles/ZhuoLiFuZhuangAB.meta
  28. BIN
      Assets/StreamingAssets/AssetBundles/ZhuoLiFuZhuangAB/ZhuoLiFuZhuangAB
  29. 7
      Assets/StreamingAssets/AssetBundles/ZhuoLiFuZhuangAB/ZhuoLiFuZhuangAB.manifest
  30. 7
      Assets/StreamingAssets/AssetBundles/ZhuoLiFuZhuangAB/ZhuoLiFuZhuangAB.manifest.meta
  31. 7
      Assets/StreamingAssets/AssetBundles/ZhuoLiFuZhuangAB/ZhuoLiFuZhuangAB.meta
  32. BIN
      Assets/StreamingAssets/AssetBundles/ZhuoLiFuZhuangAB/buildingscene
  33. 72
      Assets/StreamingAssets/AssetBundles/ZhuoLiFuZhuangAB/buildingscene.manifest
  34. 7
      Assets/StreamingAssets/AssetBundles/ZhuoLiFuZhuangAB/buildingscene.manifest.meta
  35. 7
      Assets/StreamingAssets/AssetBundles/ZhuoLiFuZhuangAB/buildingscene.meta

6
.vsconfig

@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

63248
Assets/28ZLFZGS/ZhuoLiFuZhuang.prefab

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2
Assets/28ZLFZGS/ZhuoLiFuZhuang.prefab.meta

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: e028b0b9ac5da7f4cb851147fcc32021
guid: 75bb81726e849fd4eacc8ed7b6ed71ed
PrefabImporter:
externalObjects: {}
userData:

8
Assets/BuildingScene.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 68e2d163ae2b40e47b00ffa2fcf507af
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

61605
Assets/BuildingScene.unity

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2
Assets/BuildingScene.unity.meta

@ -3,5 +3,5 @@ guid: d4bf49e716b207049b17e0997d97c287
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleName: buildingscene
assetBundleVariant:

BIN
Assets/BuildingScene/NavMesh-NavCar.asset

Binary file not shown.

8
Assets/BuildingScene/NavMesh-NavCar.asset.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9af986d4ce9065b4d9665b017f4d39fa
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 23800000
userData:
assetBundleName:
assetBundleVariant:

BIN
Assets/BuildingScene/NavMesh-NavMan.asset

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8
Assets/BuildingScene/NavMesh-NavMan.asset.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 039f457b12cc9014aba2c6faa016ad20
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 23800000
userData:
assetBundleName:
assetBundleVariant:

8
Assets/CloneTypesTemplate.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d4f35324cf4781c4589d8f719b2b15e5
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

8
Assets/CloneTypesTemplate/Editor.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a688944dd20111445ba6563f5912b431
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

667
Assets/CloneTypesTemplate/Editor/SceneTool.cs

@ -0,0 +1,667 @@
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("ltwenzi"))
{
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("xhs") ||
obj[i].name.ToLower().Contains("snxh") &&
!obj[i].name.ToLower().Contains("xhs_name") &&
!obj[i].name.ToLower().Contains("_xhswenzi") &&
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<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
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<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
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<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
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/AddMeshColider")]
public static void AddMeshColider()
{
Transform[] obj = Selection.GetTransforms(SelectionMode.Deep);
{
for (int i = 0; i < obj.Length; i++)
{
if (obj[i].GetComponent<MeshRenderer>())
{
if (!obj[i].gameObject.GetComponent<MeshCollider>())
{
obj[i].gameObject.AddComponent<MeshCollider>();
}
}
}
}
}
[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;
}
}
}
}
[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 (obj[i].gameObject.GetComponent<InDoorHydrantMessage>())// 室内消火栓
{
obj[i].gameObject.GetComponent<CloneEnumsHelp>().cloneOnFloorType = CloneOnFloorType.ShiNeiXHS;
}
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);
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else
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