NLDClient-yudde/ProjectNLD/Assets/Editor/Scene/PostProcesser/PostProcessor.cs

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using System;
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using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Rendering;
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using UnityEngine.SceneManagement;
using PhxhSDK.Editor.FileChecker;
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using Object = UnityEngine.Object;
using UnityEngine.Timeline;
using Cysharp.Threading.Tasks;
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using PhxhSDK;
using UnityEditorGameObjectUtility = UnityEditor.GameObjectUtility;
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public abstract class PostProcessor
{
#region 常量
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/// <summary>
/// 后处理命名后缀
/// </summary>
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public const string SCENE_POST_PROCESS_NAME = "PostProcess";
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/// <summary>
/// 后处理后存放光照贴图和烘焙数据的文件夹命名
/// </summary>
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private const string LIGHT_BAKE_NAME = "LightMaps";
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/// <summary>
/// 后处理预制体根路径
/// </summary>
protected const string PREFAB_POSTPROCESS_DIR = "Assets/Art_Out/AutoGen/PostProcessPrefabs";
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/// <summary>
/// 场景资源分组路径 暂时舍弃没有使用Addressable
/// </summary>
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protected const string SCENE_ADDRESSABLE_GROUP = "PostProcessScenes";
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/// <summary>
/// 预制体资源分组路径 暂时舍弃没有使用Addressable
/// </summary>
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protected const string PREFAB_ADDRESSABLE_GROUP = "PostProcessPrefabs";
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/// <summary>
/// 区分剧情场景的文件夹前缀
/// </summary>
private const string STORY_SCENE_PREFIX = "story_";
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/// <summary>
/// 切割地面贴图宽度
/// </summary>
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private const int GROUND_SPLIT_WIDTH = 1024;
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/// <summary>
/// 切割地面贴图高度
/// </summary>
private const int GROUND_SPLIT_HEIGHT = 1024;
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/// <summary>
/// 像素
/// </summary>
private const int UPP = 100;
#endregion
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/// <summary>
/// 烘焙后需要替换shader的渲染器列表
/// </summary>
private readonly List<Renderer> needReplaceRenderers = new();
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/// <summary>
/// 烘焙后需要关闭产生阴影的渲染器列表
/// </summary>
private readonly List<Renderer> allBakeRenderers = new();
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/// <summary>
/// 实时灯光
/// </summary>
private readonly List<Light> realTimeLights = new();
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/// <summary>
/// 烘焙灯光
/// </summary>
private readonly List<Light> bakedLights = new();
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/// <summary>
/// 检查规范节点
/// </summary>
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private readonly List<string> sceneRoots = new()
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{
"Main Camera", "TerrainGridSystem", "Art", "SceneManager", "MapEditor", "LevelEditor", "TGSPreview",
"InputManager (Singleton)"
};
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/// <summary>
/// 需要替换shader烘焙的节点
/// </summary>
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private readonly List<string> bakeReplaceShaderRoot = new() { "CombinedRoot" };
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/// <summary>
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/// 需要烘焙的其他地面节点
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/// </summary>
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private readonly List<string> groundRoot = new() { "Ground_2" };
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/// <summary>
/// 后处理文件夹路径
/// </summary>
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protected string ProcessedResourceDir => $"{ResourcesBaseDir}/{PostProcessFolderName}";
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protected abstract string PostProcessFolderName { get; }
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protected abstract string ResourcesBaseDir { get; }
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protected abstract Object AssetToPostProcess { get; }
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protected abstract string OutputAssetPath { get; }
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private string LightBakeDir => $"{ProcessedResourceDir}";
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/// <summary>
/// 是否完成复制场景
/// </summary>
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private bool HasClone { get; set; }
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/// <summary>
/// 原始场景路径
/// </summary>
private string OriginAssetPath => AssetDatabase.GetAssetPath(AssetToPostProcess);
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protected PostProcessInstructor _processInstructor;
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private PostProcessInstructor _clonedProcessInstructor;
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private PostProcessInstructor PostProcessInstructor => HasClone ? _clonedProcessInstructor : _processInstructor;
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/// <summary>
/// 用于处理后处理场景中的预制体
/// </summary>
private Transform _unpackedCombinedObjectsRoot;
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private Transform CombinedObjectsRoot
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{
get
{
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if (_unpackedCombinedObjectsRoot != null && HasClone)
return _unpackedCombinedObjectsRoot;
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if (PostProcessInstructor == null || PostProcessInstructor.combinedObjectsRoot == null)
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{
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Debug.LogError("找不到Art节点!");
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return PostProcessInstructor.transform.parent;
}
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return PostProcessInstructor.combinedObjectsRoot;
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}
}
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protected abstract PostProcessInstructor Clone();
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protected abstract void AfterAll(bool destroyAfterPostProcess);
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protected virtual void Init(PostProcessInstructor postProcessInstructor)
{
_processInstructor = postProcessInstructor;
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PostProcessInstructor.DicNumber.Clear();
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}
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public static PostProcessInstructor FindInstructorInScene(Scene scene)
{
var instructors = Object.FindObjectsOfType<PostProcessInstructor>();
return instructors.FirstOrDefault(pi => pi.gameObject.scene == scene);
}
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#region 后处理多节点
/// <summary>
/// 后处理多节点场景 不烘焙 预制体不解包
/// </summary>
/// <param name="postProcessInstructors"></param>
/// <param name="destroyAfterPostProcess"></param>
public void PostProcessMore(PostProcessInstructor[] postProcessInstructors, bool destroyAfterPostProcess = false)
{
if (postProcessInstructors.Length <= 0)
return;
var firstPostProcessInstructor = postProcessInstructors[0];
if (!CheckPostProcessInstructor(firstPostProcessInstructor))
return;
Init(firstPostProcessInstructor);
HasClone = false;
EditorSceneManager.SaveOpenScenes();
// 创建文件夹
AssetDatabase.DeleteAsset(ProcessedResourceDir);
AssetDatabase.CreateFolder(ResourcesBaseDir, PostProcessFolderName);
// 复制场景为后处理场景
Clone();
// 在后处理场景中重新获取 PostProcessInstructor 组
PostProcessInstructor[] newPostProcessInstructors = Object.FindObjectsOfType<PostProcessInstructor>();
int index = 0;
foreach (PostProcessInstructor postProcessInstructor in newPostProcessInstructors)
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{
// DebugUtil.LogError($"重新获取的postProcessInstructor属于场景{postProcessInstructor.gameObject.scene.name}");
_processInstructor = postProcessInstructor;
if (PostProcessInstructor == null)
{
// DebugUtil.LogError($"PostProcessInstructor为空克隆参数{HasClone}");
continue;
}
BakeCombinedGameObject(index);
++index;
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if (!PostProcessInstructor.enableSplitGround)
{
// 关闭切割地面 给地面添加BoxCollider
GroundAddBoxCollider();
ChangeMapTextureAndMatPath();
}
else
{
SplitGroundTexture();
}
SetFogPosition();
RemoveRedundant();
HideCamera();
DestroyUselessObject();
}
AfterAll(destroyAfterPostProcess);
PostProcessData.EditorInstance.AddPostProcessData(AssetToPostProcess, OutputAssetPath);
Debug.Log($"执行后处理成功,后处理资源源路径:{OriginAssetPath} 后处理后路径:{OutputAssetPath}");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
#endregion
#region 普通后处理
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/// <summary>
/// 后处理
/// </summary>
/// <param name="postProcessInstructor"></param>
/// <param name="destroyAfterPostProcess"></param>
/// <param name="defaultCameraParam">是否为默认相机</param>
public async void PostProcess(PostProcessInstructor postProcessInstructor, bool destroyAfterPostProcess = false,
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bool defaultCameraParam = true)
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{
if (!CheckPostProcessInstructor(postProcessInstructor))
return;
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Init(postProcessInstructor);
HasClone = false;
EditorSceneManager.SaveOpenScenes();
PrepareFolders();
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// 复制 ProcessInstructor 组件
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_clonedProcessInstructor = Clone();
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HasClone = true;
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if (_clonedProcessInstructor == null)
{
Debug.LogError("_clonedProcessInstructor is null!");
return;
}
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GameObject combineRootObj = BakeCombinedGameObject(0);
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_PrepareForBake(combineRootObj.transform);
await SetTimeline();
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// 如果Art为预制体先进行解包
UnpackPostSceneArt();
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if(!postProcessInstructor.isTerrain)
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{
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if (!PostProcessInstructor.enableSplitGround)
{
// 关闭切割地面 给地面添加BoxCollider
GroundAddBoxCollider();
ChangeMapTextureAndMatPath();
}
else
{
SplitGroundTexture();
}
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}
else
{
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// Terrain 地形处理
DebugUtil.Log("开始处理 Terrain 地形");
ChangeMapTextureAndMatPathForTerrain();
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}
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// 根据地面类型选择不同的烘焙方法
if (PostProcessInstructor.isTerrain)
{
BakeLightmapsForTerrain();
}
else
{
BakeLightmaps();
}
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SetFogPosition();
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if (!defaultCameraParam)
{
SetCameraParam();
}
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UnpackPostSceneArt();
RemoveRedundant();
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HideCamera();
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DestroyUselessObject();
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AfterAll(destroyAfterPostProcess);
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PostProcessData.EditorInstance.AddPostProcessData(AssetToPostProcess, OutputAssetPath);
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Debug.Log($"执行后处理成功,后处理资源源路径:{OriginAssetPath} 后处理后路径:{OutputAssetPath}");
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AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
CheckScene();
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}
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#endregion
private void CheckScene()
{
try
{
// 获取当前活动的场景
Scene activeScene = EditorSceneManager.GetActiveScene();
if (!activeScene.IsValid())
{
Debug.LogWarning("[PostProcessor] 当前没有有效的活动场景,跳过场景检查");
return;
}
Debug.Log($"[PostProcessor] 开始检查场景: {activeScene.name}");
// 获取场景根对象
GameObject[] rootObjects = activeScene.GetRootGameObjects();
if (rootObjects == null || rootObjects.Length == 0)
{
Debug.LogWarning($"[PostProcessor] 场景 {activeScene.name} 没有根对象,跳过检查");
return;
}
// 获取所有场景文件检查器
var sceneCheckers = GetAllSceneFileCheckers();
if (sceneCheckers.Count == 0)
{
Debug.LogWarning("[PostProcessor] 没有找到任何场景文件检查器");
return;
}
Debug.Log($"[PostProcessor] 找到 {sceneCheckers.Count} 个场景检查器,开始执行检查...");
// 执行所有检查器
bool hasErrors = false;
List<string> errorMessages = new List<string>();
foreach (var checker in sceneCheckers)
{
try
{
Debug.Log($"[PostProcessor] 执行检查器: {checker.CheckerName}");
// 执行检查
object checkResult = checker.CheckScene(activeScene, rootObjects);
if (checkResult != null)
{
hasErrors = true;
string errorMsg = $"[{checker.CheckerName}] {checkResult}";
errorMessages.Add(errorMsg);
Debug.LogWarning($"[PostProcessor] 检查失败: {errorMsg}");
}
else
{
Debug.Log($"[PostProcessor] 检查器 {checker.CheckerName} 检查通过");
}
}
catch (System.Exception ex)
{
hasErrors = true;
string errorMsg = $"[{checker.CheckerName}] 检查器执行异常: {ex.Message}";
errorMessages.Add(errorMsg);
Debug.LogError($"[PostProcessor] {errorMsg}");
}
}
// 输出检查结果汇总
if (hasErrors)
{
Debug.LogError($"[PostProcessor] 场景 {activeScene.name} 检查完成,发现 {errorMessages.Count} 个问题:");
foreach (var errorMsg in errorMessages)
{
Debug.LogError($"[PostProcessor] • {errorMsg}");
}
}
else
{
Debug.Log($"[PostProcessor] 场景 {activeScene.name} 检查完成,所有检查器均通过");
}
}
catch (System.Exception ex)
{
Debug.LogError($"[PostProcessor] 场景检查过程中发生异常: {ex.Message}\n{ex.StackTrace}");
}
}
/// <summary>
/// 获取所有场景文件检查器
/// </summary>
private List<BaseSceneFileChecker> GetAllSceneFileCheckers()
{
var sceneCheckers = new List<BaseSceneFileChecker>();
try
{
// 获取所有检查器
var allCheckers = FileCheckerRegistry.Instance.GetAllCheckers();
// 筛选出场景文件检查器
foreach (var checker in allCheckers)
{
if (checker is BaseSceneFileChecker sceneChecker)
{
sceneCheckers.Add(sceneChecker);
}
}
}
catch (System.Exception ex)
{
Debug.LogError($"[PostProcessor] 获取场景文件检查器时发生异常: {ex.Message}");
}
return sceneCheckers;
}
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private void _PrepareForBake(Transform combineRootParent)
{
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if (PostProcessInstructor == null || !PostProcessInstructor.enableLightmapBaking)
return;
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for (var i = 0; i < combineRootParent.childCount; ++i)
{
var child = combineRootParent.GetChild(i);
if (child == null)
continue;
var meshRenderer = child.GetComponent<MeshRenderer>();
if (meshRenderer == null)
{
continue;
}
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if (meshRenderer.shadowCastingMode == ShadowCastingMode.On)
{
meshRenderer.shadowCastingMode = ShadowCastingMode.On;
meshRenderer.staticShadowCaster = true;
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if (meshRenderer.sharedMaterial != null)
meshRenderer.sharedMaterial.doubleSidedGI = true;
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}
}
}
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private bool CheckPostProcessInstructor(PostProcessInstructor postProcessInstructor)
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{
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if (postProcessInstructor == null)
{
Debug.LogError("postProcessInstructor is null");
return false;
}
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if (postProcessInstructor.processPrefab &&
(!PrefabUtility.IsPartOfAnyPrefab(postProcessInstructor) ||
EditorUtility.IsPersistent(postProcessInstructor)))
{
Debug.LogError("postProcessInstructor不在任何预制体内或者其不是预制体实例");
return false;
}
var currentScene = postProcessInstructor.gameObject.scene;
var objs = currentScene.GetRootGameObjects();
foreach (var obj in objs)
{
if (!sceneRoots.Contains(obj.name))
{
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Debug.LogWarning($"{currentScene.name} 场景有其他节点:{obj.name},请检查节点规范");
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}
}
return true;
}
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private void PrepareFolders()
{
AssetDatabase.DeleteAsset(ProcessedResourceDir);
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AssetDatabase.CreateFolder(ResourcesBaseDir, PostProcessFolderName);
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}
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/// <summary>
/// 合并网格、贴图
/// </summary>
private GameObject BakeCombinedGameObject(int index)
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{
Transform art = CombinedObjectsRoot;
string outputPath = $"{ProcessedResourceDir}";
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// 收集渲染器
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var renderers = MeshCombineUtils.CollectRenderers(PostProcessInstructor.rootsToCombine);
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Debug.Log($"合批前收集到 {renderers.Count} 个渲染器");
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var prefix = GetScenePrefix();
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var combinedRoot = new GameObject("CombinedRoot");
combinedRoot.transform.parent = art.transform;
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DebugUtil.Log($"合并节点是:{combinedRoot.GetFullPath()},输出路径:{outputPath}" +
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$"单位贴图尺寸:{(int)PostProcessInstructor.postProcessTextureUnitSize}");
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try
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{
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if (PostProcessInstructor.enableBatchGrouping)
{
var limitRange = MeshCombineUtils.CalculateCurrentHexagonMapBounds(); // 可以根据实际地图调整
DebugUtil.Log($"边界宽:{limitRange.x},高:{limitRange.y}");
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// 按照距离对渲染器进行分组
var rendererGroups = MeshCombineUtils.GroupRenderersByProximity(
renderers, PostProcessInstructor.batchGroupDistance, limitRange.x, limitRange.y);
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SceneCombineUtil.Instance.CombineGameObjectsByGroups(rendererGroups, combinedRoot.transform,
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outputPath,
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(int)PostProcessInstructor.postProcessTextureUnitSize,
PostProcessInstructor.sampleMaterials, prefix);
}
else
{
// 使用原有的合批方式
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SceneCombineUtil.Instance.CombineGameObjects(renderers, combinedRoot.transform, outputPath,
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(int)PostProcessInstructor.postProcessTextureUnitSize,
PostProcessInstructor.sampleMaterials, prefix);
}
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// 如果是剧情场景,重命名生成的所有物体添加前缀
if (!string.IsNullOrEmpty(prefix))
{
var combined = combinedRoot.GetComponentsInChildren<Transform>();
foreach (var trans in combined)
{
if (trans != combinedRoot.transform && !trans.name.StartsWith(prefix))
{
trans.name = prefix + trans.name;
}
}
}
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foreach (var root in PostProcessInstructor.rootsToCombine)
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{
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if (!root)
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{
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continue;
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}
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Object.DestroyImmediate(root.gameObject);
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}
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"合批过程中发生错误: {ex.Message}\n{ex.StackTrace}");
// 如果合批失败,保留原始物体
if (combinedRoot != null)
{
Object.DestroyImmediate(combinedRoot);
}
}
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return combinedRoot;
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}
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#region 地面处理
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/// <summary>
/// 修改地面贴图及材质的路径 用于打包
/// </summary>
private void ChangeMapTextureAndMatPath()
{
var ground = PostProcessInstructor.ground;
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if (_unpackedCombinedObjectsRoot != null && HasClone)
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{
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ground = _unpackedCombinedObjectsRoot.Find("Ground")?.gameObject;
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}
GroundUtils.ChangeMapTextureAndMatPath(ground, ProcessedResourceDir, GetScenePrefix(),
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groundRoot, CombinedObjectsRoot, _unpackedCombinedObjectsRoot);
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}
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/// <summary>
/// 修改Terrain地形贴图及数据的路径 用于打包
/// </summary>
private void ChangeMapTextureAndMatPathForTerrain()
{
var terrain = PostProcessInstructor.terrain;
if (terrain == null)
{
Debug.LogError("找不到Terrain对象无法修改Terrain贴图和数据路径");
return;
}
var terrainComponent = terrain.GetComponent<Terrain>();
if (terrainComponent == null || terrainComponent.terrainData == null)
{
Debug.LogError("Terrain对象缺少Terrain组件或TerrainData");
return;
}
var originalTerrainData = terrainComponent.terrainData;
var originalPath = AssetDatabase.GetAssetPath(originalTerrainData);
if (string.IsNullOrEmpty(originalPath))
{
Debug.LogError("无法获取TerrainData的原始路径");
return;
}
// 确保目标目录存在
if (!AssetDatabase.IsValidFolder(ProcessedResourceDir))
{
Debug.LogError($"后处理目录不存在:{ProcessedResourceDir}");
return;
}
// 复制TerrainData到后处理文件夹
var newTerrainDataPath = $"{ProcessedResourceDir}/{originalTerrainData.name}.asset";
if (!AssetDatabase.CopyAsset(originalPath, newTerrainDataPath))
{
Debug.LogError($"复制TerrainData失败{originalPath} -> {newTerrainDataPath}");
return;
}
// 加载新的TerrainData
var newTerrainData = AssetDatabase.LoadAssetAtPath<TerrainData>(newTerrainDataPath);
if (newTerrainData == null)
{
Debug.LogError($"加载新TerrainData失败{newTerrainDataPath}");
return;
}
// 处理TerrainLayers及其贴图
var terrainLayers = newTerrainData.terrainLayers;
var newTerrainLayers = new TerrainLayer[terrainLayers.Length];
for (int i = 0; i < terrainLayers.Length; i++)
{
var originalLayer = terrainLayers[i];
if (originalLayer == null) continue;
// 为每个 TerrainLayer 创建新的实例并保存到后处理文件夹
var newLayer = Object.Instantiate(originalLayer);
// 处理贴图并更新新layer的贴图引用为复制后的贴图
ProcessTerrainLayerTextures(newLayer);
// 创建新的TerrainLayer资产文件路径
var newLayerPath = $"{ProcessedResourceDir}/{originalLayer.name}_{i}.terrainlayer";
// 保存新的 TerrainLayer 为独立的资产文件
AssetDatabase.CreateAsset(newLayer, newLayerPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
// 重新加载已保存的 TerrainLayer 确保引用正确
newTerrainLayers[i] = AssetDatabase.LoadAssetAtPath<TerrainLayer>(newLayerPath);
if (newTerrainLayers[i] == null)
{
Debug.LogError($"保存TerrainLayer失败{newLayerPath}");
newTerrainLayers[i] = originalLayer; // 使用原始引用作为备选
}
else
{
Debug.Log($"成功创建新的TerrainLayer{newLayerPath},使用复制后的贴图");
}
}
// 更新TerrainData的TerrainLayers
newTerrainData.terrainLayers = newTerrainLayers;
// 更新Terrain组件的TerrainData引用
terrainComponent.terrainData = newTerrainData;
// 同时更新TerrainCollider的TerrainData引用避免不一致警告
var terrainCollider = terrain.GetComponent<TerrainCollider>();
if (terrainCollider != null)
{
terrainCollider.terrainData = newTerrainData;
Debug.Log("已同步更新TerrainCollider的TerrainData引用");
}
// 标记场景为脏,确保更改被保存
EditorSceneManager.MarkSceneDirty(terrain.scene);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log($"Terrain贴图和数据路径修改完成{newTerrainDataPath}");
}
/// <summary>
/// 处理TerrainLayer中的贴图
/// </summary>
private void ProcessTerrainLayerTextures(TerrainLayer terrainLayer)
{
if (terrainLayer == null) return;
// 处理漫反射贴图
if (terrainLayer.diffuseTexture != null)
{
terrainLayer.diffuseTexture = CopyTextureToProcessedDir(terrainLayer.diffuseTexture);
}
// 处理法线贴图
if (terrainLayer.normalMapTexture != null)
{
terrainLayer.normalMapTexture = CopyTextureToProcessedDir(terrainLayer.normalMapTexture);
}
// 处理遮罩贴图
if (terrainLayer.maskMapTexture != null)
{
terrainLayer.maskMapTexture = CopyTextureToProcessedDir(terrainLayer.maskMapTexture);
}
}
/// <summary>
/// 复制贴图到后处理目录
/// </summary>
private Texture2D CopyTextureToProcessedDir(Texture2D originalTexture)
{
if (originalTexture == null) return null;
var originalPath = AssetDatabase.GetAssetPath(originalTexture);
if (string.IsNullOrEmpty(originalPath)) return originalTexture;
var extension = System.IO.Path.GetExtension(originalPath);
var newTexturePath = $"{ProcessedResourceDir}/{originalTexture.name}{extension}";
// 如果文件已存在,直接加载返回
if (AssetDatabase.LoadAssetAtPath<Texture2D>(newTexturePath) != null)
{
return AssetDatabase.LoadAssetAtPath<Texture2D>(newTexturePath);
}
// 复制贴图文件
if (AssetDatabase.CopyAsset(originalPath, newTexturePath))
{
AssetDatabase.Refresh();
var newTexture = AssetDatabase.LoadAssetAtPath<Texture2D>(newTexturePath);
if (newTexture != null)
{
Debug.Log($"复制贴图成功:{originalPath} -> {newTexturePath}");
return newTexture;
}
}
Debug.LogWarning($"复制贴图失败:{originalPath} -> {newTexturePath}");
return originalTexture; // 返回原始贴图作为备选
}
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/// <summary>
/// 给地面添加BoxCollider
/// </summary>
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private void GroundAddBoxCollider()
{
var ground = PostProcessInstructor.ground;
if (_unpackedCombinedObjectsRoot != null && HasClone)
{
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ground = _unpackedCombinedObjectsRoot.Find("Ground")?.gameObject;
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}
SceneUtils.RemoveCollider(ground);
var boxColliderObj = new GameObject("BoxCollider");
boxColliderObj.layer = LayerMask.NameToLayer(Framework.Constants.Layer.GROUND_NAME);
SceneUtils.AddBoxCollider(boxColliderObj);
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boxColliderObj.transform.localScale = new Vector3(300, 300, 1f);
boxColliderObj.transform.localRotation = Quaternion.Euler(90f, 0f, 0f);
boxColliderObj.transform.SetParent(PostProcessInstructor.combinedObjectsRoot.transform, false);
// 移除下层地面的碰撞体
var ground_2 = GameObject.Find("Ground_2");
SceneUtils.RemoveCollider(ground_2);
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}
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/// <summary>
/// 切割地面
/// </summary>
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private void SplitGroundTexture()
{
var ground = PostProcessInstructor.ground;
if (ground == null)
return;
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GroundUtils.SplitGroundTexture(ground, ProcessedResourceDir, GetScenePrefix(), GROUND_SPLIT_WIDTH,
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GROUND_SPLIT_HEIGHT);
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}
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#endregion
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/// <summary>
/// 设置雾的位置
/// </summary>
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private void SetFogPosition()
{
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SceneUtils.SetFogPosition(PostProcessInstructor.fog);
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}
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/// <summary>
/// 销毁多余eventSystems
/// </summary>
private void RemoveRedundant()
{
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SceneUtils.RemoveRedundantEventSystems(PostProcessInstructor.gameObject.scene);
}
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private void DestroyUselessObject()
{
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foreach (var root in PostProcessInstructor.rootsToCombine)
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{
if (!root)
{
continue;
}
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Object.DestroyImmediate(root.gameObject, true);
}
Object.DestroyImmediate(PostProcessInstructor.gameObject, true);
var designerObj = GameObject.Find("Designer");
if (designerObj != null)
{
Object.DestroyImmediate(designerObj, true);
}
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}
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/// <summary>
/// 检测是否为剧情场景
/// </summary>
/// <returns></returns>
private bool IsStoryScene()
{
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var sceneName = PostProcessInstructor.gameObject.scene.name;
return sceneName.Contains(STORY_SCENE_PREFIX);
}
private string GetScenePrefix()
{
return IsStoryScene() ? STORY_SCENE_PREFIX : "";
}
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#region 保存相机参数
private void SetCameraParam()
{
var postScene = PostProcessInstructor.gameObject.scene;
var scene = _processInstructor.gameObject.scene;
foreach (var rootObj in scene.GetRootGameObjects())
{
if (rootObj.CompareTag("MainCamera"))
{
CloneCameraToScene(rootObj, postScene);
break;
}
}
}
private void CloneCameraToScene(GameObject obj, Scene scene)
{
// 只更改transform
var oldPosition = obj.transform.position;
var oldRotation = obj.transform.rotation;
GameObject oldCamera = null;
foreach (var rootObj in scene.GetRootGameObjects())
{
if (rootObj.CompareTag("MainCamera"))
{
oldCamera = rootObj;
break;
}
}
if (oldCamera == null) return;
oldCamera.transform.position = oldPosition;
oldCamera.transform.rotation = oldRotation;
}
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private void HideCamera()
{
var scene = PostProcessInstructor.gameObject.scene;
var cameras = Object.FindObjectsOfType<Camera>();
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foreach (var camera in cameras)
{
if (camera.gameObject.scene == scene)
{
camera.gameObject.SetActive(false);
// Debug.Log($"已隐藏相机: {camera.gameObject.name}");
}
}
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EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
EditorSceneManager.SaveOpenScenes();
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}
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#endregion
#region 烘焙
/// <summary>
/// 烘焙灯光贴图的方法
/// </summary>
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private void BakeLightmaps()
{
// 检查是否开启了烘焙选项
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if (PostProcessInstructor == null || !PostProcessInstructor.enableLightmapBaking)
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return;
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Debug.Log("开始灯光烘焙过程...");
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// 1. 从CombinedObjectsRoot下查找灯光 改为烘焙灯光
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LightmapUtils.PrepareLight(CombinedObjectsRoot, realTimeLights, bakedLights);
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// 2. 处理参与烘焙的节点
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LightmapUtils.PreProcessBake(bakeReplaceShaderRoot, CombinedObjectsRoot, true, true, allBakeRenderers,
needReplaceRenderers);
LightmapUtils.PreProcessBake(groundRoot, CombinedObjectsRoot, false, false, allBakeRenderers,
needReplaceRenderers);
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ProcessGround(3000);
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Debug.Log($"总共收集到 {needReplaceRenderers.Count} 个渲染器需要替换shader");
Debug.Log($"总共收集到 {allBakeRenderers.Count} 个渲染器参与烘焙");
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// 3.替换Shader为支持光照贴图的Shader
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MaterialUtils.ReplaceShaderWithLightmapShader(needReplaceRenderers);
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// 4. 开始烘焙
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LightmapUtils.Bake(SceneManager.GetActiveScene());
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// 5. 关闭所有烘焙物体的阴影投射
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foreach (var renderer in allBakeRenderers)
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{
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if (renderer != null)
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renderer.shadowCastingMode = ShadowCastingMode.Off;
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}
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// 6. 打开实时灯光
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LightmapUtils.RevertLight(realTimeLights, bakedLights);
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// 7.还原地面RenderQueue
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ProcessGround(2000);
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// 8. 复制光照烘焙文件到目标路径
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LightmapUtils.CopyLightmapFiles(SceneManager.GetActiveScene(), LightBakeDir);
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// 9. 保存场景
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EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
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EditorSceneManager.SaveOpenScenes();
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Debug.Log("灯光烘焙处理完成");
}
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/// <summary>
/// 专门为Terrain地形烘焙灯光贴图的方法
/// </summary>
private void BakeLightmapsForTerrain()
{
// 检查是否开启了烘焙选项
if (PostProcessInstructor == null || !PostProcessInstructor.enableLightmapBaking)
return;
Debug.Log("开始Terrain地形灯光烘焙过程...");
// 1. 从CombinedObjectsRoot下查找灯光 改为烘焙灯光
LightmapUtils.PrepareLight(CombinedObjectsRoot, realTimeLights, bakedLights);
// 2. 处理参与烘焙的合批节点(不包括地面)
LightmapUtils.PreProcessBake(bakeReplaceShaderRoot, CombinedObjectsRoot, true, true, allBakeRenderers,
needReplaceRenderers);
// 3. 处理Terrain组件的烘焙设置
ProcessTerrainForBaking();
Debug.Log($"总共收集到 {needReplaceRenderers.Count} 个渲染器需要替换shader");
Debug.Log($"总共收集到 {allBakeRenderers.Count} 个渲染器参与烘焙");
// 4. 替换Shader为支持光照贴图的Shader不包括TerrainTerrain使用内置材质
MaterialUtils.ReplaceShaderWithLightmapShader(needReplaceRenderers);
// 5. 开始烘焙
LightmapUtils.Bake(SceneManager.GetActiveScene());
// 6. 关闭所有烘焙物体的阴影投射
foreach (var renderer in allBakeRenderers)
{
if (renderer != null)
renderer.shadowCastingMode = ShadowCastingMode.Off;
}
// 7. 打开实时灯光
LightmapUtils.RevertLight(realTimeLights, bakedLights);
// 8. 复制光照烘焙文件到目标路径
LightmapUtils.CopyLightmapFiles(SceneManager.GetActiveScene(), LightBakeDir);
// 9. 保存场景
EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
EditorSceneManager.SaveOpenScenes();
Debug.Log("Terrain地形灯光烘焙处理完成");
}
/// <summary>
/// 处理Terrain组件的烘焙设置
/// </summary>
private void ProcessTerrainForBaking()
{
var terrain = PostProcessInstructor.terrain;
if (terrain == null)
{
Debug.LogWarning("未找到Terrain对象跳过Terrain烘焙设置");
return;
}
var terrainComponent = terrain.GetComponent<Terrain>();
if (terrainComponent == null)
{
Debug.LogWarning("Terrain对象缺少Terrain组件跳过Terrain烘焙设置");
return;
}
// 设置Terrain的Static标志使其参与烘焙
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UnityEditorGameObjectUtility.SetStaticEditorFlags(terrain, StaticEditorFlags.ContributeGI);
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// 获取Terrain的MeshRenderer如果有的话
var terrainRenderer = terrain.GetComponent<MeshRenderer>();
if (terrainRenderer != null)
{
// Terrain通常不使用MeshRenderer但如果有的话也要处理
terrainRenderer.shadowCastingMode = ShadowCastingMode.On;
terrainRenderer.receiveShadows = true;
allBakeRenderers.Add(terrainRenderer);
Debug.Log("已将Terrain的MeshRenderer添加到烘焙列表");
}
// 设置Terrain的烘焙相关属性
terrainComponent.shadowCastingMode = ShadowCastingMode.On;
// 确保TerrainData支持光照贴图
if (terrainComponent.terrainData != null)
{
// Terrain的光照贴图设置通过TerrainData处理
Debug.Log($"Terrain {terrain.name} 已设置为参与光照烘焙");
}
Debug.Log("Terrain烘焙设置完成");
}
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private void ProcessGround(int renderQueue)
{
if (PostProcessInstructor.ground != null)
{
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SceneUtils.SetGroundRenderQueue(PostProcessInstructor.ground, renderQueue);
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}
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}
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private void UnpackPostSceneArt()
{
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if (CombinedObjectsRoot != null && PrefabUtility.IsPartOfPrefabInstance(CombinedObjectsRoot.gameObject))
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{
// 保存对象的引用
_unpackedCombinedObjectsRoot = CombinedObjectsRoot;
PhxhSDK.EditorUtils.UnpackPrefab(CombinedObjectsRoot.gameObject);
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}
}
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#endregion
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#region 剧情Timeline
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/// <summary>
/// 设置剧情timeline
/// </summary>
private UniTask SetTimeline()
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{
GameObject goOld = PostProcessInstructor.timeline;
if (null == goOld)
return UniTask.CompletedTask;
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PlayableDirector oldDirector = goOld.GetComponent<PlayableDirector>();
if (null == oldDirector)
{
Debug.LogError("获取PlayableDirector失败");
return UniTask.CompletedTask;
}
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if (null == oldDirector.playableAsset)
{
Debug.LogError("获取PlayableAsset失败");
return UniTask.CompletedTask;
}
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string oldPath = AssetDatabase.GetAssetPath(oldDirector.playableAsset);
string newPath = $"{ProcessedResourceDir}/{oldDirector.playableAsset.name}.playable";
string cmPath = $"{ProcessedResourceDir}/{oldDirector.playableAsset.name}_cinemachine.playable";
var oldTimelineAsset = oldDirector.playableAsset as TimelineAsset;
var hasCinemachineTrack = oldTimelineAsset != null && _EnumerateTracks(oldTimelineAsset).Any(_IsCinemachineTrack);
if (!AssetDatabase.CopyAsset(oldPath, newPath))
{
Debug.LogError("Timeline拷贝失败");
return UniTask.CompletedTask;
}
if (hasCinemachineTrack && !AssetDatabase.CopyAsset(oldPath, cmPath))
{
Debug.LogError("Cinemachine Timeline拷贝失败");
return UniTask.CompletedTask;
}
var newTimelineAsset = AssetDatabase.LoadAssetAtPath<TimelineAsset>(newPath);
var cmTimelineAsset = hasCinemachineTrack ? AssetDatabase.LoadAssetAtPath<TimelineAsset>(cmPath) : null;
if (newTimelineAsset == null || (hasCinemachineTrack && cmTimelineAsset == null))
{
Debug.LogError("加载后处理Timeline资源失败");
return UniTask.CompletedTask;
}
_FilterTimelineTracks(newTimelineAsset, keepCinemachine: false);
if (hasCinemachineTrack)
{
_FilterTimelineTracks(cmTimelineAsset, keepCinemachine: true);
}
EditorUtility.SetDirty(newTimelineAsset);
AssetDatabase.SaveAssetIfDirty(newTimelineAsset);
if (hasCinemachineTrack)
{
EditorUtility.SetDirty(cmTimelineAsset);
AssetDatabase.SaveAssetIfDirty(cmTimelineAsset);
}
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GameObject goNew = new(goOld.name);
goNew.transform.parent = goOld.transform.parent;
goNew.transform.position = Vector3.zero;
goNew.transform.rotation = Quaternion.identity;
PlayableDirector newDirector = goNew.AddComponent<PlayableDirector>();
_CopyDirectorSettings(oldDirector, newDirector);
newDirector.playableAsset = newTimelineAsset;
PlayableDirector cmDirector = null;
if (hasCinemachineTrack)
{
GameObject goCm = new("timeline_cinemachine");
goCm.transform.parent = goOld.transform.parent;
goCm.transform.position = Vector3.zero;
goCm.transform.rotation = Quaternion.identity;
cmDirector = goCm.AddComponent<PlayableDirector>();
_CopyDirectorSettings(oldDirector, cmDirector);
cmDirector.playableAsset = cmTimelineAsset;
}
_CopyDirectorBindings(oldDirector, newDirector, track => !_IsCinemachineTrack(track));
if (cmDirector != null)
{
_CopyDirectorBindings(oldDirector, cmDirector, _IsCinemachineTrack);
_SyncExposedReferences(oldDirector, cmDirector);
}
GameObject.DestroyImmediate(goOld);
PostProcessInstructor.timeline = goNew;
EditorUtility.SetDirty(PostProcessInstructor);
EditorUtility.SetDirty(newDirector);
if (cmDirector != null)
{
EditorUtility.SetDirty(cmDirector);
}
EditorSceneManager.MarkSceneDirty(goNew.scene);
AssetDatabase.SaveAssetIfDirty(newDirector);
if (cmDirector != null)
{
AssetDatabase.SaveAssetIfDirty(cmDirector);
}
return UniTask.CompletedTask;
}
private void _CopyDirectorSettings(PlayableDirector oldDirector, PlayableDirector newDirector)
{
newDirector.timeUpdateMode = oldDirector.timeUpdateMode;
newDirector.playOnAwake = oldDirector.playOnAwake;
newDirector.extrapolationMode = oldDirector.extrapolationMode;
newDirector.initialTime = oldDirector.initialTime;
}
private void _CopyDirectorBindings(PlayableDirector oldDirector, PlayableDirector newDirector, Func<TrackAsset, bool> trackFilter)
{
var oldTimelineAsset = oldDirector.playableAsset as TimelineAsset;
var newTimelineAsset = newDirector.playableAsset as TimelineAsset;
if (oldTimelineAsset == null || newTimelineAsset == null)
{
return;
}
var oldTracks = oldTimelineAsset.GetOutputTracks()
.Where(track => track != null && trackFilter(track))
.ToList();
var newTracks = newTimelineAsset.GetOutputTracks()
.Where(track => track != null)
.ToList();
for (int i = 0; i < oldTracks.Count && i < newTracks.Count; ++i)
{
var value = oldDirector.GetGenericBinding(oldTracks[i]);
if (value == null)
{
continue;
}
newDirector.SetGenericBinding(newTracks[i], value);
}
}
private void _FilterTimelineTracks(TimelineAsset timelineAsset, bool keepCinemachine)
{
var allTracks = _EnumerateTracks(timelineAsset).ToList();
var cmTrackAncestors = new HashSet<TrackAsset>();
foreach (var track in allTracks.Where(_IsCinemachineTrack))
{
for (var current = track; current != null; current = current.parent as TrackAsset)
{
cmTrackAncestors.Add(current);
}
}
var removeTracks = allTracks
.Where(track => keepCinemachine ? !cmTrackAncestors.Contains(track) : _IsCinemachineTrack(track))
.OrderByDescending(_GetTrackDepth)
.ToList();
foreach (var track in removeTracks)
{
timelineAsset.DeleteTrack(track);
}
}
private IEnumerable<TrackAsset> _EnumerateTracks(TimelineAsset timelineAsset)
{
foreach (var rootTrack in timelineAsset.GetRootTracks())
{
if (rootTrack == null)
{
continue;
}
foreach (var track in _EnumerateTrack(rootTrack))
{
yield return track;
}
}
}
private IEnumerable<TrackAsset> _EnumerateTrack(TrackAsset track)
{
yield return track;
foreach (var childTrack in track.GetChildTracks())
{
if (childTrack == null)
{
continue;
}
foreach (var nestedTrack in _EnumerateTrack(childTrack))
{
yield return nestedTrack;
}
}
}
private int _GetTrackDepth(TrackAsset track)
{
var depth = 0;
for (var parent = track.parent as TrackAsset; parent != null; parent = parent.parent as TrackAsset)
{
depth++;
}
return depth;
}
private bool _IsCinemachineTrack(TrackAsset track)
{
return track != null && track.GetType().FullName.Contains("Cinemachine");
}
/// <summary>
/// 同步 Timeline 的 ExposedReferences 到新场景
/// 主要解决 CinemachineShot 引用的 VirtualCamera 在场景复制后 fileID 变化的问题
/// </summary>
private void _SyncExposedReferences(PlayableDirector oldDirector, PlayableDirector newDirector)
{
SerializedObject oldDirectorSO = new(oldDirector);
SerializedProperty oldExposedRefs = oldDirectorSO.FindProperty("m_ExposedReferences.m_References");
if (oldExposedRefs == null || oldExposedRefs.arraySize == 0)
{
Debug.LogWarning("旧 PlayableDirector 没有 ExposedReferences");
return;
}
// 遍历旧的暴露引用,在新场景中找到对应的对象
for (int i = 0; i < oldExposedRefs.arraySize; ++i)
{
SerializedProperty refElement = oldExposedRefs.GetArrayElementAtIndex(i);
SerializedProperty guidProp = refElement.FindPropertyRelative("first");
SerializedProperty objProp = refElement.FindPropertyRelative("second");
if (guidProp == null || objProp == null) continue;
string exposedName = guidProp.stringValue;
Object oldReferencedObj = objProp.objectReferenceValue;
if (string.IsNullOrEmpty(exposedName) || oldReferencedObj == null) continue;
if (oldReferencedObj is not Component oldComponent)
{
continue;
}
// 先只处理 Cinemachine 相关轨道,避免误改其他 ExposedReference。
if (!oldComponent.GetType().FullName.Contains("Cinemachine"))
{
continue;
}
// 在新场景中找到对应的 GameObject通过完整路径匹配
string oldObjPath = GetGameObjectPath(oldComponent.gameObject);
GameObject newReferencedObjGo = GameObject.Find(oldObjPath);
if (newReferencedObjGo == null)
{
Debug.LogWarning($"在新场景中找不到对应的 GameObject: {oldObjPath} (exposedName: {exposedName})");
continue;
}
var newReferencedObj = newReferencedObjGo.GetComponent(oldComponent.GetType());
if (newReferencedObj == null)
{
Debug.LogWarning($"在新场景中找不到对应组件: {oldComponent.GetType().FullName}, path: {oldObjPath}, exposedName: {exposedName}");
continue;
}
// 设置新的引用
newDirector.SetReferenceValue(new PropertyName(exposedName), newReferencedObj);
Debug.Log($"同步 Cinemachine ExposedReference: {exposedName} -> {oldObjPath} ({oldComponent.GetType().Name})");
}
}
/// <summary>
/// 获取 GameObject 相对于场景根的完整路径
/// </summary>
private string GetGameObjectPath(GameObject go)
{
if (go == null) return "";
var path = go.name;
Transform parent = go.transform.parent;
while (parent != null)
{
path = parent.name + "/" + path;
parent = parent.parent;
}
return path;
}
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#endregion
}