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EFT map cleaner
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/** | |
MIT License | |
Copyright (c) 2024 DrakiaXYZ | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all | |
copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
SOFTWARE. | |
**/ | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
// I want syntax highlighting... | |
#if !(UNITY_STANDALONE) | |
#define VSEDITOR | |
#endif | |
#if (UNITY_EDITOR || VSEDITOR) | |
[ExecuteInEditMode] | |
public class EFTCleaner : MonoBehaviour | |
{ | |
[MenuItem("EFTCleaner/Setup Layers")] | |
static void SetupLayers() | |
{ | |
Debug.Log("Adding Layers."); | |
Object[] asset = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset"); | |
if (asset != null && asset.Length > 0) | |
{ | |
SerializedObject serializedObject = new SerializedObject(asset[0]); | |
SerializedProperty layers = serializedObject.FindProperty("layers"); | |
AddLayerAt(layers, 8, "Player"); | |
AddLayerAt(layers, 9, "DoorLowPolyCollider"); | |
AddLayerAt(layers, 10, "PlayerCollisionTest"); | |
AddLayerAt(layers, 11, "Terrain"); | |
AddLayerAt(layers, 12, "HighPolyCollidder"); | |
AddLayerAt(layers, 13, "Triggers"); | |
AddLayerAt(layers, 14, "DisablerCullingObject"); | |
AddLayerAt(layers, 15, "Loot"); | |
AddLayerAt(layers, 16, "HitCollider"); | |
AddLayerAt(layers, 17, "PlayerRenderers"); | |
AddLayerAt(layers, 18, "LowPolyCollider"); | |
AddLayerAt(layers, 19, "Weapon Preview"); | |
AddLayerAt(layers, 20, "Shells"); | |
AddLayerAt(layers, 21, "CullingMask"); | |
AddLayerAt(layers, 22, "Interactive"); | |
AddLayerAt(layers, 23, "DeadBody"); | |
AddLayerAt(layers, 24, "Raindrops"); | |
AddLayerAt(layers, 25, "Menu Environment"); | |
AddLayerAt(layers, 26, "Foliage"); | |
AddLayerAt(layers, 27, "PlayerSpiritAura"); | |
AddLayerAt(layers, 28, "Sky"); | |
AddLayerAt(layers, 29, "LevelBorder"); | |
AddLayerAt(layers, 30, "TransparentCollider"); | |
AddLayerAt(layers, 31, "Grass"); | |
serializedObject.ApplyModifiedProperties(); | |
serializedObject.Update(); | |
} | |
} | |
[MenuItem("EFTCleaner/Show Missing Terrain")] | |
static void ShowMissingTerrain() | |
{ | |
Material terrainMaterial = null; | |
// Loop through all terrain objects, and find ones where | |
foreach (Terrain terrain in Terrain.activeTerrains) | |
{ | |
// If the terrain is lacking a material, create a new one from the "Nature/Terrain/Standard" shader, and apply it | |
if (terrain.materialTemplate == null) | |
{ | |
if (terrainMaterial == null) | |
{ | |
terrainMaterial = new Material(Shader.Find("Nature/Terrain/Standard")); | |
} | |
Debug.Log($"Applying terrain material to {terrain.name}"); | |
terrain.materialTemplate = terrainMaterial; | |
EditorUtility.SetDirty(terrain); | |
} | |
} | |
} | |
[MenuItem("EFTCleaner/Show Missing Objects")] | |
static void ShowMissingObjects() | |
{ | |
int cullingMaskLayer = LayerMask.NameToLayer("CullingMask"); | |
int highPolyCollidderLayer = LayerMask.NameToLayer("HighPolyCollidder"); | |
// Loop through all the game objects, find ones where the mesh renderer is disabled, but the game object is active | |
GameObject[] gameObjects = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[]; | |
int enabledRenderers = 0; | |
int inactiveObjects = 0; | |
foreach (GameObject gameObject in gameObjects) | |
{ | |
// Skip inactive objects | |
if (!gameObject.activeInHierarchy) | |
{ | |
inactiveObjects++; | |
continue; | |
} | |
// Skip non-cullingMask or default objects | |
if (gameObject.layer != cullingMaskLayer && gameObject.layer != highPolyCollidderLayer && gameObject.layer != 0) | |
{ | |
continue; | |
} | |
// If there's a LOD group, enable it | |
LODGroup lodGroup; | |
if (gameObject.TryGetComponent<LODGroup>(out lodGroup)) | |
{ | |
if (!lodGroup.enabled) | |
{ | |
lodGroup.enabled = true; | |
EditorUtility.SetDirty(lodGroup); | |
} | |
} | |
// Skip if it has a Box Collider, and its name doesn't contain "LOD" | |
BoxCollider boxCollider; | |
if (!gameObject.name.Contains("LOD") && gameObject.TryGetComponent<BoxCollider>(out boxCollider)) | |
{ | |
continue; | |
} | |
// Disable if its name is "EFFECT", this seems to be a streets thing, lots of noise | |
if (gameObject.name.Contains("EFFECT")) | |
{ | |
if (gameObject.activeSelf) | |
{ | |
gameObject.SetActive(false); | |
EditorUtility.SetDirty(gameObject); | |
} | |
continue; | |
} | |
// Enable the MeshRender if not enabled | |
MeshRenderer meshRenderer; | |
if (gameObject.TryGetComponent<MeshRenderer>(out meshRenderer) && meshRenderer.sharedMaterial != null) | |
{ | |
// If the name contains "stencil", disable the renderer | |
if (gameObject.name.ToLower().Contains("stencil")) | |
{ | |
disableMeshRenderer(meshRenderer); | |
} | |
// If the name contains "FogSheet", it's a streets thing, disable it | |
else if (gameObject.name.ToLower().Contains("fogsheet")) | |
{ | |
disableMeshRenderer(meshRenderer); | |
} | |
// If the material name contains "SHADOW_TRUE", hide it (Shoreline only maybe?) | |
else if (meshRenderer.sharedMaterial.name.Contains("SHADOW_TRUE")) | |
{ | |
disableMeshRenderer(meshRenderer); | |
} | |
// If the material name contains "Default-Material_EFT", hide it (Shoreline only maybe?) | |
else if (meshRenderer.sharedMaterial.name.Contains("Default-Material")) | |
{ | |
disableMeshRenderer(meshRenderer); | |
} | |
else if (!meshRenderer.enabled) | |
{ | |
enabledRenderers++; | |
meshRenderer.enabled = true; | |
EditorUtility.SetDirty(meshRenderer); | |
} | |
} | |
} | |
Debug.Log($"Inactive: {inactiveObjects} Enabled: {enabledRenderers}"); | |
} | |
static void disableMeshRenderer(MeshRenderer meshRenderer) | |
{ | |
if (!meshRenderer.enabled) | |
{ | |
EditorUtility.SetDirty(meshRenderer); | |
meshRenderer.enabled = false; | |
} | |
} | |
static void AddLayerAt(SerializedProperty layers, int index, string layerName, bool tryOtherIndex = true) | |
{ | |
// Skip if a layer with the name already exists. | |
for (int i = 0; i < layers.arraySize; ++i) | |
{ | |
if (layers.GetArrayElementAtIndex(i).stringValue == layerName) | |
{ | |
Debug.Log("Skipping layer '" + layerName + "' because it already exists."); | |
return; | |
} | |
} | |
// Extend layers if necessary | |
if (index >= layers.arraySize) | |
{ | |
layers.arraySize = index + 1; | |
} | |
// set layer name at index | |
var element = layers.GetArrayElementAtIndex(index); | |
if (string.IsNullOrEmpty(element.stringValue)) | |
{ | |
element.stringValue = layerName; | |
Debug.Log($"Added layer '{layerName}' at index {index}"); | |
} | |
else | |
{ | |
element.stringValue = layerName; | |
Debug.Log($"Set layer '{layerName}' at index {index}"); | |
} | |
} | |
} | |
#endif |
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