1179 lines
40 KiB
C#
1179 lines
40 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Rendering;
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using UnityEngine.SceneManagement;
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using PhxhSDK.Editor.FileChecker;
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using Object = UnityEngine.Object;
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using UnityEngine.Timeline;
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using Cysharp.Threading.Tasks;
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using PhxhSDK;
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using UnityEditorGameObjectUtility = UnityEditor.GameObjectUtility;
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public abstract class PostProcessor
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{
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#region 常量
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/// <summary>
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/// 后处理命名后缀
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/// </summary>
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public const string SCENE_POST_PROCESS_NAME = "PostProcess";
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/// <summary>
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/// 后处理后存放光照贴图和烘焙数据的文件夹命名
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/// </summary>
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private const string LIGHT_BAKE_NAME = "LightMaps";
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/// <summary>
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/// 后处理预制体根路径
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/// </summary>
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protected const string PREFAB_POSTPROCESS_DIR = "Assets/Art_Out/AutoGen/PostProcessPrefabs";
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/// <summary>
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/// 场景资源分组路径 暂时舍弃没有使用Addressable
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/// </summary>
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protected const string SCENE_ADDRESSABLE_GROUP = "PostProcessScenes";
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/// <summary>
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/// 预制体资源分组路径 暂时舍弃没有使用Addressable
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/// </summary>
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protected const string PREFAB_ADDRESSABLE_GROUP = "PostProcessPrefabs";
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/// <summary>
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/// 区分剧情场景的文件夹前缀
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/// </summary>
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private const string STORY_SCENE_PREFIX = "story_";
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/// <summary>
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/// 切割地面贴图宽度
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/// </summary>
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private const int GROUND_SPLIT_WIDTH = 1024;
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/// <summary>
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/// 切割地面贴图高度
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/// </summary>
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private const int GROUND_SPLIT_HEIGHT = 1024;
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/// <summary>
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/// 像素
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/// </summary>
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private const int UPP = 100;
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#endregion
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/// <summary>
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/// 烘焙后需要替换shader的渲染器列表
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/// </summary>
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private readonly List<Renderer> needReplaceRenderers = new();
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/// <summary>
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/// 烘焙后需要关闭产生阴影的渲染器列表
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/// </summary>
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private readonly List<Renderer> allBakeRenderers = new();
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/// <summary>
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/// 实时灯光
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/// </summary>
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private readonly List<Light> realTimeLights = new();
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/// <summary>
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/// 烘焙灯光
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/// </summary>
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private readonly List<Light> bakedLights = new();
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/// <summary>
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/// 检查规范节点
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/// </summary>
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private readonly List<string> sceneRoots = new()
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{
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"Main Camera", "TerrainGridSystem", "Art", "SceneManager", "MapEditor", "LevelEditor", "TGSPreview",
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"InputManager (Singleton)"
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};
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/// <summary>
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/// 需要替换shader烘焙的节点
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/// </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>
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/// 后处理文件夹路径
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/// </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>
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/// 是否完成复制场景
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/// </summary>
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private bool HasClone { get; set; }
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/// <summary>
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/// 原始场景路径
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/// </summary>
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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>
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/// 用于处理后处理场景中的预制体
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/// </summary>
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private Transform _unpackedCombinedObjectsRoot;
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private Transform CombinedObjectsRoot
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{
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get
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{
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if (_unpackedCombinedObjectsRoot != null && HasClone)
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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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}
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return PostProcessInstructor.combinedObjectsRoot;
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}
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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)
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{
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_processInstructor = postProcessInstructor;
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PostProcessInstructor.DicNumber.Clear();
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}
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public static PostProcessInstructor FindInstructorInScene(Scene scene)
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{
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var instructors = Object.FindObjectsOfType<PostProcessInstructor>();
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return instructors.FirstOrDefault(pi => pi.gameObject.scene == scene);
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}
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#region 后处理多节点
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/// <summary>
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/// 后处理多节点场景 不烘焙 预制体不解包
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/// </summary>
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/// <param name="postProcessInstructors"></param>
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/// <param name="destroyAfterPostProcess"></param>
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public void PostProcessMore(PostProcessInstructor[] postProcessInstructors, bool destroyAfterPostProcess = false)
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{
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if (postProcessInstructors.Length <= 0)
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return;
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var firstPostProcessInstructor = postProcessInstructors[0];
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if (!CheckPostProcessInstructor(firstPostProcessInstructor))
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return;
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Init(firstPostProcessInstructor);
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HasClone = false;
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EditorSceneManager.SaveOpenScenes();
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// 创建文件夹
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AssetDatabase.DeleteAsset(ProcessedResourceDir);
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AssetDatabase.CreateFolder(ResourcesBaseDir, PostProcessFolderName);
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// 复制场景为后处理场景
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Clone();
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// 在后处理场景中重新获取 PostProcessInstructor 组
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PostProcessInstructor[] newPostProcessInstructors = Object.FindObjectsOfType<PostProcessInstructor>();
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int index = 0;
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foreach (PostProcessInstructor postProcessInstructor in newPostProcessInstructors)
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{
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// DebugUtil.LogError($"重新获取的postProcessInstructor属于场景:{postProcessInstructor.gameObject.scene.name}");
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_processInstructor = postProcessInstructor;
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if (PostProcessInstructor == null)
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{
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// DebugUtil.LogError($"PostProcessInstructor为空,克隆参数:{HasClone}");
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continue;
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}
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BakeCombinedGameObject(index);
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++index;
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if (!PostProcessInstructor.enableSplitGround)
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{
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// 关闭切割地面 给地面添加BoxCollider
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GroundAddBoxCollider();
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ChangeMapTextureAndMatPath();
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}
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else
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{
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SplitGroundTexture();
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}
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SetFogPosition();
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RemoveRedundant();
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HideCamera();
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DestroyUselessObject();
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}
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AfterAll(destroyAfterPostProcess);
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PostProcessData.EditorInstance.AddPostProcessData(AssetToPostProcess, OutputAssetPath);
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Debug.Log($"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();
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AssetDatabase.Refresh();
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}
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#endregion
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#region 普通后处理
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/// <summary>
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/// 后处理
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/// </summary>
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/// <param name="postProcessInstructor"></param>
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/// <param name="destroyAfterPostProcess"></param>
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/// <param name="defaultCameraParam">是否为默认相机</param>
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public async void PostProcess(PostProcessInstructor postProcessInstructor, bool destroyAfterPostProcess = false,
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bool defaultCameraParam = true)
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{
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if (!CheckPostProcessInstructor(postProcessInstructor))
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return;
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Init(postProcessInstructor);
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HasClone = false;
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EditorSceneManager.SaveOpenScenes();
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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)
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{
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Debug.LogError("_clonedProcessInstructor is null!");
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return;
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}
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GameObject combineRootObj = BakeCombinedGameObject(0);
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_PrepareForBake(combineRootObj.transform);
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await SetTimeline();
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// 如果Art为预制体先进行解包
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UnpackPostSceneArt();
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if(!postProcessInstructor.isTerrain)
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{
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if (!PostProcessInstructor.enableSplitGround)
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{
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// 关闭切割地面 给地面添加BoxCollider
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GroundAddBoxCollider();
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ChangeMapTextureAndMatPath();
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}
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else
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{
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SplitGroundTexture();
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}
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}
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else
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{
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// Terrain 地形处理
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DebugUtil.Log("开始处理 Terrain 地形");
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ChangeMapTextureAndMatPathForTerrain();
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}
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// 根据地面类型选择不同的烘焙方法
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if (PostProcessInstructor.isTerrain)
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{
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BakeLightmapsForTerrain();
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}
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else
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{
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BakeLightmaps();
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}
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SetFogPosition();
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if (!defaultCameraParam)
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{
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SetCameraParam();
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}
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UnpackPostSceneArt();
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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($"执行后处理成功,后处理资源源路径:{OriginAssetPath} 后处理后路径:{OutputAssetPath}");
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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CheckScene();
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}
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#endregion
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private void CheckScene()
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{
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try
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{
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// 获取当前活动的场景
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Scene activeScene = EditorSceneManager.GetActiveScene();
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if (!activeScene.IsValid())
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{
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Debug.LogWarning("[PostProcessor] 当前没有有效的活动场景,跳过场景检查");
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return;
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}
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Debug.Log($"[PostProcessor] 开始检查场景: {activeScene.name}");
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// 获取场景根对象
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GameObject[] rootObjects = activeScene.GetRootGameObjects();
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if (rootObjects == null || rootObjects.Length == 0)
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{
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Debug.LogWarning($"[PostProcessor] 场景 {activeScene.name} 没有根对象,跳过检查");
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return;
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}
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// 获取所有场景文件检查器
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var sceneCheckers = GetAllSceneFileCheckers();
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if (sceneCheckers.Count == 0)
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{
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Debug.LogWarning("[PostProcessor] 没有找到任何场景文件检查器");
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return;
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}
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Debug.Log($"[PostProcessor] 找到 {sceneCheckers.Count} 个场景检查器,开始执行检查...");
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// 执行所有检查器
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bool hasErrors = false;
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List<string> errorMessages = new List<string>();
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foreach (var checker in sceneCheckers)
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{
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try
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{
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Debug.Log($"[PostProcessor] 执行检查器: {checker.CheckerName}");
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// 执行检查
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object checkResult = checker.CheckScene(activeScene, rootObjects);
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if (checkResult != null)
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{
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hasErrors = true;
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string errorMsg = $"[{checker.CheckerName}] {checkResult}";
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errorMessages.Add(errorMsg);
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Debug.LogWarning($"[PostProcessor] 检查失败: {errorMsg}");
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}
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else
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{
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Debug.Log($"[PostProcessor] 检查器 {checker.CheckerName} 检查通过");
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}
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}
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catch (System.Exception ex)
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{
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hasErrors = true;
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string errorMsg = $"[{checker.CheckerName}] 检查器执行异常: {ex.Message}";
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errorMessages.Add(errorMsg);
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Debug.LogError($"[PostProcessor] {errorMsg}");
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}
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}
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// 输出检查结果汇总
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if (hasErrors)
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{
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Debug.LogError($"[PostProcessor] 场景 {activeScene.name} 检查完成,发现 {errorMessages.Count} 个问题:");
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foreach (var errorMsg in errorMessages)
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{
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Debug.LogError($"[PostProcessor] • {errorMsg}");
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}
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}
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else
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{
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Debug.Log($"[PostProcessor] 场景 {activeScene.name} 检查完成,所有检查器均通过");
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}
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"[PostProcessor] 场景检查过程中发生异常: {ex.Message}\n{ex.StackTrace}");
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}
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}
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/// <summary>
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/// 获取所有场景文件检查器
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/// </summary>
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private List<BaseSceneFileChecker> GetAllSceneFileCheckers()
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{
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var sceneCheckers = new List<BaseSceneFileChecker>();
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try
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{
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// 获取所有检查器
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var allCheckers = FileCheckerRegistry.Instance.GetAllCheckers();
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// 筛选出场景文件检查器
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foreach (var checker in allCheckers)
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{
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if (checker is BaseSceneFileChecker sceneChecker)
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{
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sceneCheckers.Add(sceneChecker);
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}
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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($"[PostProcessor] 获取场景文件检查器时发生异常: {ex.Message}");
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}
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return sceneCheckers;
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}
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private void _PrepareForBake(Transform combineRootParent)
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{
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if (PostProcessInstructor == null || !PostProcessInstructor.enableLightmapBaking)
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return;
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for (var i = 0; i < combineRootParent.childCount; ++i)
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{
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var child = combineRootParent.GetChild(i);
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if (child == null)
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continue;
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var meshRenderer = child.GetComponent<MeshRenderer>();
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if (meshRenderer == null)
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{
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continue;
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}
|
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if (meshRenderer.shadowCastingMode == ShadowCastingMode.On)
|
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{
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meshRenderer.shadowCastingMode = ShadowCastingMode.On;
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meshRenderer.staticShadowCaster = true;
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if (meshRenderer.sharedMaterial != null)
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meshRenderer.sharedMaterial.doubleSidedGI = true;
|
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}
|
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}
|
||
}
|
||
|
||
private bool CheckPostProcessInstructor(PostProcessInstructor postProcessInstructor)
|
||
{
|
||
if (postProcessInstructor == null)
|
||
{
|
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Debug.LogError("postProcessInstructor is null");
|
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return false;
|
||
}
|
||
|
||
if (postProcessInstructor.processPrefab &&
|
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(!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))
|
||
{
|
||
Debug.LogWarning($"{currentScene.name} 场景有其他节点:{obj.name},请检查节点规范");
|
||
}
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
private void PrepareFolders()
|
||
{
|
||
AssetDatabase.DeleteAsset(ProcessedResourceDir);
|
||
AssetDatabase.CreateFolder(ResourcesBaseDir, PostProcessFolderName);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 合并网格、贴图
|
||
/// </summary>
|
||
private GameObject BakeCombinedGameObject(int index)
|
||
{
|
||
Transform art = CombinedObjectsRoot;
|
||
string outputPath = $"{ProcessedResourceDir}";
|
||
|
||
// 收集渲染器
|
||
var renderers = MeshCombineUtils.CollectRenderers(PostProcessInstructor.rootsToCombine);
|
||
Debug.Log($"合批前收集到 {renderers.Count} 个渲染器");
|
||
|
||
var prefix = GetScenePrefix();
|
||
var combinedRoot = new GameObject("CombinedRoot");
|
||
combinedRoot.transform.parent = art.transform;
|
||
DebugUtil.Log($"合并节点是:{combinedRoot.GetFullPath()},输出路径:{outputPath}," +
|
||
$"单位贴图尺寸:{(int)PostProcessInstructor.postProcessTextureUnitSize}");
|
||
try
|
||
{
|
||
if (PostProcessInstructor.enableBatchGrouping)
|
||
{
|
||
var limitRange = MeshCombineUtils.CalculateCurrentHexagonMapBounds(); // 可以根据实际地图调整
|
||
DebugUtil.Log($"边界宽:{limitRange.x},高:{limitRange.y}");
|
||
// 按照距离对渲染器进行分组
|
||
var rendererGroups = MeshCombineUtils.GroupRenderersByProximity(
|
||
renderers, PostProcessInstructor.batchGroupDistance, limitRange.x, limitRange.y);
|
||
SceneCombineUtil.Instance.CombineGameObjectsByGroups(rendererGroups, combinedRoot.transform,
|
||
outputPath,
|
||
(int)PostProcessInstructor.postProcessTextureUnitSize,
|
||
PostProcessInstructor.sampleMaterials, prefix);
|
||
}
|
||
else
|
||
{
|
||
// 使用原有的合批方式
|
||
SceneCombineUtil.Instance.CombineGameObjects(renderers, combinedRoot.transform, outputPath,
|
||
(int)PostProcessInstructor.postProcessTextureUnitSize,
|
||
PostProcessInstructor.sampleMaterials, prefix);
|
||
}
|
||
|
||
// 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;
|
||
}
|
||
}
|
||
}
|
||
|
||
foreach (var root in PostProcessInstructor.rootsToCombine)
|
||
{
|
||
if (!root)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
Object.DestroyImmediate(root.gameObject);
|
||
}
|
||
}
|
||
catch (System.Exception ex)
|
||
{
|
||
Debug.LogError($"合批过程中发生错误: {ex.Message}\n{ex.StackTrace}");
|
||
// 如果合批失败,保留原始物体
|
||
if (combinedRoot != null)
|
||
{
|
||
Object.DestroyImmediate(combinedRoot);
|
||
}
|
||
}
|
||
|
||
return combinedRoot;
|
||
}
|
||
|
||
#region 地面处理
|
||
|
||
/// <summary>
|
||
/// 修改地面贴图及材质的路径 用于打包
|
||
/// </summary>
|
||
private void ChangeMapTextureAndMatPath()
|
||
{
|
||
var ground = PostProcessInstructor.ground;
|
||
if (_unpackedCombinedObjectsRoot != null && HasClone)
|
||
{
|
||
ground = _unpackedCombinedObjectsRoot.Find("Ground")?.gameObject;
|
||
}
|
||
|
||
GroundUtils.ChangeMapTextureAndMatPath(ground, ProcessedResourceDir, GetScenePrefix(),
|
||
groundRoot, CombinedObjectsRoot, _unpackedCombinedObjectsRoot);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 修改Terrain地形贴图及数据的路径 用于打包
|
||
/// </summary>
|
||
private void ChangeMapTextureAndMatPathForTerrain()
|
||
{
|
||
var terrain = PostProcessInstructor.terrain;
|
||
if (terrain == null)
|
||
{
|
||
Debug.LogError("找不到Terrain对象,无法修改Terrain贴图和数据路径");
|
||
return;
|
||
}
|
||
|
||
var terrainComponent = terrain.GetComponent<Terrain>();
|
||
if (terrainComponent == null || terrainComponent.terrainData == null)
|
||
{
|
||
Debug.LogError("Terrain对象缺少Terrain组件或TerrainData");
|
||
return;
|
||
}
|
||
|
||
var originalTerrainData = terrainComponent.terrainData;
|
||
var originalPath = AssetDatabase.GetAssetPath(originalTerrainData);
|
||
|
||
if (string.IsNullOrEmpty(originalPath))
|
||
{
|
||
Debug.LogError("无法获取TerrainData的原始路径");
|
||
return;
|
||
}
|
||
|
||
// 确保目标目录存在
|
||
if (!AssetDatabase.IsValidFolder(ProcessedResourceDir))
|
||
{
|
||
Debug.LogError($"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
|
||
}
|
||
|
||
/// <summary>
|
||
/// 给地面添加BoxCollider
|
||
/// </summary>
|
||
private void GroundAddBoxCollider()
|
||
{
|
||
var ground = PostProcessInstructor.ground;
|
||
if (_unpackedCombinedObjectsRoot != null && HasClone)
|
||
{
|
||
ground = _unpackedCombinedObjectsRoot.Find("Ground")?.gameObject;
|
||
}
|
||
|
||
SceneUtils.RemoveCollider(ground);
|
||
var boxColliderObj = new GameObject("BoxCollider");
|
||
boxColliderObj.layer = LayerMask.NameToLayer(Framework.Constants.Layer.GROUND_NAME);
|
||
SceneUtils.AddBoxCollider(boxColliderObj);
|
||
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);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 切割地面
|
||
/// </summary>
|
||
private void SplitGroundTexture()
|
||
{
|
||
var ground = PostProcessInstructor.ground;
|
||
if (ground == null)
|
||
return;
|
||
|
||
GroundUtils.SplitGroundTexture(ground, ProcessedResourceDir, GetScenePrefix(), GROUND_SPLIT_WIDTH,
|
||
GROUND_SPLIT_HEIGHT);
|
||
}
|
||
|
||
#endregion
|
||
|
||
/// <summary>
|
||
/// 设置雾的位置
|
||
/// </summary>
|
||
private void SetFogPosition()
|
||
{
|
||
SceneUtils.SetFogPosition(PostProcessInstructor.fog);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 销毁多余eventSystems
|
||
/// </summary>
|
||
private void RemoveRedundant()
|
||
{
|
||
SceneUtils.RemoveRedundantEventSystems(PostProcessInstructor.gameObject.scene);
|
||
}
|
||
|
||
private void DestroyUselessObject()
|
||
{
|
||
foreach (var root in PostProcessInstructor.rootsToCombine)
|
||
{
|
||
if (!root)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
Object.DestroyImmediate(root.gameObject, true);
|
||
}
|
||
|
||
Object.DestroyImmediate(PostProcessInstructor.gameObject, true);
|
||
|
||
var designerObj = GameObject.Find("Designer");
|
||
if (designerObj != null)
|
||
{
|
||
Object.DestroyImmediate(designerObj, true);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 检测是否为剧情场景
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
private bool IsStoryScene()
|
||
{
|
||
var sceneName = PostProcessInstructor.gameObject.scene.name;
|
||
return sceneName.Contains(STORY_SCENE_PREFIX);
|
||
}
|
||
|
||
private string GetScenePrefix()
|
||
{
|
||
return IsStoryScene() ? STORY_SCENE_PREFIX : "";
|
||
}
|
||
|
||
#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;
|
||
}
|
||
|
||
private void HideCamera()
|
||
{
|
||
var scene = PostProcessInstructor.gameObject.scene;
|
||
var cameras = Object.FindObjectsOfType<Camera>();
|
||
|
||
foreach (var camera in cameras)
|
||
{
|
||
if (camera.gameObject.scene == scene)
|
||
{
|
||
camera.gameObject.SetActive(false);
|
||
// Debug.Log($"已隐藏相机: {camera.gameObject.name}");
|
||
}
|
||
}
|
||
|
||
EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
|
||
EditorSceneManager.SaveOpenScenes();
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 烘焙
|
||
|
||
/// <summary>
|
||
/// 烘焙灯光贴图的方法
|
||
/// </summary>
|
||
private void BakeLightmaps()
|
||
{
|
||
// 检查是否开启了烘焙选项
|
||
if (PostProcessInstructor == null || !PostProcessInstructor.enableLightmapBaking)
|
||
return;
|
||
|
||
Debug.Log("开始灯光烘焙过程...");
|
||
|
||
// 1. 从CombinedObjectsRoot下查找灯光 改为烘焙灯光
|
||
LightmapUtils.PrepareLight(CombinedObjectsRoot, realTimeLights, bakedLights);
|
||
|
||
// 2. 处理参与烘焙的节点
|
||
LightmapUtils.PreProcessBake(bakeReplaceShaderRoot, CombinedObjectsRoot, true, true, allBakeRenderers,
|
||
needReplaceRenderers);
|
||
LightmapUtils.PreProcessBake(groundRoot, CombinedObjectsRoot, false, false, allBakeRenderers,
|
||
needReplaceRenderers);
|
||
ProcessGround(3000);
|
||
|
||
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");
|
||
|
||
// 3.替换Shader为支持光照贴图的Shader
|
||
MaterialUtils.ReplaceShaderWithLightmapShader(needReplaceRenderers);
|
||
|
||
// 4. 开始烘焙
|
||
LightmapUtils.Bake(SceneManager.GetActiveScene());
|
||
|
||
// 5. 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;
|
||
}
|
||
|
||
// 6. 打开实时灯光
|
||
LightmapUtils.RevertLight(realTimeLights, bakedLights);
|
||
|
||
// 7.还原地面RenderQueue
|
||
ProcessGround(2000);
|
||
|
||
// 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("灯光烘焙处理完成");
|
||
}
|
||
|
||
/// <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Terrain,Terrain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
|
||
UnityEditorGameObjectUtility.SetStaticEditorFlags(terrain, StaticEditorFlags.ContributeGI);
|
||
|
||
// 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");
|
||
}
|
||
|
||
private void ProcessGround(int renderQueue)
|
||
{
|
||
if (PostProcessInstructor.ground != null)
|
||
{
|
||
SceneUtils.SetGroundRenderQueue(PostProcessInstructor.ground, renderQueue);
|
||
}
|
||
}
|
||
|
||
private void UnpackPostSceneArt()
|
||
{
|
||
if (CombinedObjectsRoot != null && PrefabUtility.IsPartOfPrefabInstance(CombinedObjectsRoot.gameObject))
|
||
{
|
||
// 保存对象的引用
|
||
_unpackedCombinedObjectsRoot = CombinedObjectsRoot;
|
||
PhxhSDK.EditorUtils.UnpackPrefab(CombinedObjectsRoot.gameObject);
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 剧情Timeline
|
||
|
||
/// <summary>
|
||
/// 设置剧情timeline
|
||
/// </summary>
|
||
private async UniTask SetTimeline()
|
||
{
|
||
GameObject goOld = PostProcessInstructor.timeline;
|
||
if (null == goOld)
|
||
return;
|
||
|
||
PlayableDirector oldDirector = goOld.GetComponent<PlayableDirector>();
|
||
if (null == oldDirector)
|
||
{
|
||
Debug.LogError("获取PlayableDirector失败");
|
||
return;
|
||
}
|
||
|
||
if (null == oldDirector.playableAsset)
|
||
{
|
||
Debug.LogError("获取PlayableAsset失败");
|
||
return;
|
||
}
|
||
|
||
string oldPath = AssetDatabase.GetAssetPath(oldDirector.playableAsset);
|
||
string newPath = $"{ProcessedResourceDir}/{oldDirector.playableAsset.name}.playable";
|
||
if (!AssetDatabase.CopyAsset(oldPath, newPath))
|
||
{
|
||
Debug.LogError("Timeline拷贝失败");
|
||
return;
|
||
}
|
||
|
||
GameObject goNew = new(goOld.name);
|
||
goNew.transform.parent = goOld.transform.parent;
|
||
goNew.transform.position = Vector3.zero;
|
||
PlayableDirector newDirector = goNew.AddComponent<PlayableDirector>();
|
||
newDirector.timeUpdateMode = oldDirector.timeUpdateMode;
|
||
newDirector.playOnAwake = oldDirector.playOnAwake;
|
||
newDirector.extrapolationMode = oldDirector.extrapolationMode;
|
||
newDirector.initialTime = oldDirector.initialTime;
|
||
|
||
// 新预制体绑定新Playable资源
|
||
newDirector.playableAsset = AssetDatabase.LoadAssetAtPath<TimelineAsset>(newPath);
|
||
newDirector.playableAsset.name = System.IO.Path.GetFileNameWithoutExtension(newPath);
|
||
SerializedObject directorSO = new(oldDirector);
|
||
SerializedProperty sceneBindings = directorSO.FindProperty("m_SceneBindings");
|
||
|
||
newDirector.Play();
|
||
await UniTask.NextFrame();
|
||
|
||
// 删除PlayableDirector.Bindgins的空Key项,并把原Timeline文件的轨道Key替换到当前Timeline文件的轨道对象
|
||
Dictionary<Object, Object> bindingsKV = new();
|
||
for (int i = 0; i < sceneBindings.arraySize; ++i)
|
||
{
|
||
SerializedProperty bindingElement = sceneBindings.GetArrayElementAtIndex(i);
|
||
// key是源文件的轨道对象,value是当前文件的绑定value
|
||
Object key = bindingElement.FindPropertyRelative("key").objectReferenceValue;
|
||
Object value = bindingElement.FindPropertyRelative("value").objectReferenceValue;
|
||
|
||
if (null == key)
|
||
continue;
|
||
|
||
bindingsKV.Add(key, value);
|
||
}
|
||
|
||
// 删除无用绑定
|
||
while (sceneBindings.arraySize > 0)
|
||
{
|
||
sceneBindings.DeleteArrayElementAtIndex(0);
|
||
}
|
||
directorSO.ApplyModifiedProperties();
|
||
|
||
// 设置有效绑定(新老timeline资源outputs顺序完全一致)
|
||
List<PlayableBinding> listOldBinding = oldDirector.playableAsset.outputs.ToList();
|
||
List<PlayableBinding> listNewBinding = newDirector.playableAsset.outputs.ToList();
|
||
for (int i = 0; i < listOldBinding.Count; ++i)
|
||
{
|
||
TrackAsset oldTrackAsset = listOldBinding[i].sourceObject as TrackAsset;
|
||
TrackAsset newTrackAsset = listNewBinding[i].sourceObject as TrackAsset;
|
||
|
||
if (bindingsKV.TryGetValue(oldTrackAsset, out Object value))
|
||
newDirector.SetGenericBinding(newTrackAsset, value);
|
||
}
|
||
|
||
GameObject.DestroyImmediate(PostProcessInstructor.timeline);
|
||
AssetDatabase.SaveAssetIfDirty(newDirector);
|
||
}
|
||
#endregion
|
||
} |