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@tsubaki
Last active September 30, 2022 11:18
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteInEditMode]
public class MeshCombiner : MonoBehaviour {
#if UNITY_EDITOR
public GameObject generatedObject = null;
[ContextMenu("Export")]
void Init ()
{
Component[] meshFilters = GetComponentsInChildren<MeshFilter>(true);
Dictionary<Material, List<CombineInstance>> combineMeshInstanceDictionary = new Dictionary<Material, List<CombineInstance>> ();
foreach (var mesh in meshFilters) {
var mat = mesh.renderer.sharedMaterial ;
if( mat == null )
continue;
if(!combineMeshInstanceDictionary.ContainsKey(mat) )
{
combineMeshInstanceDictionary.Add( mat, new List<CombineInstance>());
}
var instance = combineMeshInstanceDictionary[ mat ];
var cmesh = new CombineInstance();
cmesh.transform = mesh.transform.localToWorldMatrix;
cmesh.mesh = ((MeshFilter) mesh).sharedMesh;
instance.Add(cmesh);
}
gameObject.SetActive (false);
gameObject.tag = "EditorOnly";
if( generatedObject == null)
generatedObject = new GameObject (name);
foreach (var item in generatedObject.GetComponentsInChildren<Transform>()) {
if( item == generatedObject.transform )
continue;
DestroyImmediate (item.gameObject);
}
generatedObject.isStatic = true;
foreach (var dic in combineMeshInstanceDictionary) {
var newObject = new GameObject(dic.Key.name);
newObject.isStatic = true;
var meshrenderer = newObject.AddComponent<MeshRenderer>();
var meshfilter = newObject.AddComponent<MeshFilter>();
meshrenderer.material = dic.Key;
var mesh = new Mesh();
mesh.CombineMeshes(dic.Value.ToArray());
Unwrapping.GenerateSecondaryUVSet( mesh);
meshfilter.sharedMesh = mesh;
newObject.transform.parent = generatedObject.transform;
Debug.Log(Application.loadedLevelName);
System.IO.Directory.CreateDirectory( "Assets/" + Application.loadedLevelName + "/" + name );
AssetDatabase.CreateAsset(mesh, "Assets/" + Application.loadedLevelName+ "/" + name + "/" + dic.Key.name + ".asset");
}
}
void OnEnable()
{
if (generatedObject != null) {
generatedObject.SetActive(false);
}
}
void OnDisable()
{
if (generatedObject != null) {
generatedObject.SetActive(true);
}
}
#endif
}
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