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  • characterCustomezition的资源打包代码分析

      1 using System.Collections.Generic;
      2 using System.IO;
      3 using UnityEditor;
      4 using UnityEngine;
      5 
      6 class CreateAssetbundles
      7 {
      8     // This method creates an assetbundle of each SkinnedMeshRenderer
      9     // found in any selected character fbx, and adds any materials that
     10     // are intended to be used by the specific SkinnedMeshRenderer.
     11     [MenuItem("Character Generator/Create Assetbundles")]
     12     static void Execute()
     13     {
     14         bool createdBundle = false;
     15         foreach (Object o in Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets))//返回通过类型和选择模式过滤的当前选择的物体。
     16 
     17 
     18         {
     19             if (!(o is GameObject)) continue;//如果不是GameObject就跳过本次循环
     20             if (o.name.Contains("@")) continue;//如果是动画片段就跳过本次循环
     21             if (!AssetDatabase.GetAssetPath(o).Contains("/characters/")) continue;//如果含有指定的目录名就跳过本次循环
     22 
     23             GameObject characterFBX = (GameObject)o;//将o强制转换为GameObject
     24             string name = characterFBX.name.ToLower();//获取名字
     25            
     26             Debug.Log("******* Creating assetbundles for: " + name + " *******");
     27 
     28             // Create a directory to store the generated assetbundles.
     29             if (!Directory.Exists(AssetbundlePath))//检查AssetbundlePath是否存在
     30                 Directory.CreateDirectory(AssetbundlePath);//如果不存在就创建目录
     31 
     32 
     33             // Delete existing assetbundles for current character.
     34             string[] existingAssetbundles = Directory.GetFiles(AssetbundlePath);//获取AssetbundlePath目录下的文件
     35             foreach (string bundle in existingAssetbundles)
     36             {
     37                 if (bundle.EndsWith(".assetbundle") && bundle.Contains("/assetbundles/" + name))//删除重复的文件
     38                     File.Delete(bundle);
     39             }
     40 
     41             // Save bones and animations to a seperate assetbundle. Any 
     42             // possible combination of CharacterElements will use these
     43             // assets as a base. As we can not edit assets we instantiate
     44             // the fbx and remove what we dont need. As only assets can be
     45             // added to assetbundles we save the result as a prefab and delete
     46             // it as soon as the assetbundle is created.
     47             GameObject characterClone = (GameObject)Object.Instantiate(characterFBX);//克隆一个GO
     48             foreach (SkinnedMeshRenderer smr in characterClone.GetComponentsInChildren<SkinnedMeshRenderer>())//得到子物体的SkinnedMeshRenderer组件不包括Inactive
     49                 Object.DestroyImmediate(smr.gameObject);//销毁资源
     50             characterClone.AddComponent<SkinnedMeshRenderer>();//添加SkinnedMeshRenderer组件到Clone体
     51             Object characterBasePrefab = GetPrefab(characterClone, "characterbase");//得到一个预制件,并销毁clone体
     52             string path = AssetbundlePath + name + "_characterbase.assetbundle";//路径及文件名
     53             BuildPipeline.BuildAssetBundle(characterBasePrefab, null, path, BuildAssetBundleOptions.CollectDependencies);//建一个压缩的unity3d文件,包含资源的集合
     54             AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(characterBasePrefab));//销毁预制件
     55 
     56             // Collect materials.
     57             List<Material> materials = EditorHelpers.CollectAll<Material>(GenerateMaterials.MaterialsPath(characterFBX));//获取fbx目录下的所有Material
     58 
     59             // Create assetbundles for each SkinnedMeshRenderer.
     60             foreach (SkinnedMeshRenderer smr in characterFBX.GetComponentsInChildren<SkinnedMeshRenderer>(true))//获取fbx及子物体的SkinnedMeshRenderer组件包括Inactive
     61             {
     62                 List<Object> toinclude = new List<Object>();
     63 
     64                 // Save the current SkinnedMeshRenderer as a prefab so it can be included
     65                 // in the assetbundle. As instantiating part of an fbx results in the
     66                 // entire fbx being instantiated, we have to dispose of the entire instance
     67                 // after we detach the SkinnedMeshRenderer in question.
     68                 GameObject rendererClone = (GameObject)EditorUtility.InstantiatePrefab(smr.gameObject);//clone给定的预制件
     69                 GameObject rendererParent = rendererClone.transform.parent.gameObject;//获取父对象
     70                 rendererClone.transform.parent = null;//清空clone体的父对象引用
     71                 Object.DestroyImmediate(rendererParent);//摧毁父对象
     72                 Object rendererPrefab = GetPrefab(rendererClone, "rendererobject");//得到一个预制件,并销毁clone体
     73                 toinclude.Add(rendererPrefab);//放置到容器中
     74 
     75                 // Collect applicable materials.
     76                 foreach (Material m in materials)
     77                     if (m.name.Contains(smr.name.ToLower())) toinclude.Add(m);
     78 
     79                 // When assembling a character, we load SkinnedMeshRenderers from assetbundles,
     80                 // and as such they have lost the references to their bones. To be able to
     81                 // remap the SkinnedMeshRenderers to use the bones from the characterbase assetbundles,
     82                 // we save the names of the bones used.
     83                 List<string> boneNames = new List<string>();
     84                 foreach (Transform t in smr.bones)//获取骨骼
     85                     boneNames.Add(t.name);
     86                 string stringholderpath = "Assets/bonenames.asset";
     87                 AssetDatabase.CreateAsset(new StringHolder(boneNames.ToArray()), stringholderpath);//在指定的路径创建资源
     88                 toinclude.Add(AssetDatabase.LoadAssetAtPath(stringholderpath, typeof (StringHolder)));//返回在指定位置stringholderpath下第一个类型是StringHolder的资源对象。并添加到容器中
     89 
     90                 // Save the assetbundle.
     91                 string bundleName = name + "_" + smr.name.ToLower();
     92                 path = AssetbundlePath + bundleName + ".assetbundle";
     93                 BuildPipeline.BuildAssetBundle(null, toinclude.ToArray(), path, BuildAssetBundleOptions.CollectDependencies);
     94                 Debug.Log("Saved " + bundleName + " with " + (toinclude.Count - 2) + " materials");
     95 
     96                 // Delete temp assets.
     97                 AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(rendererPrefab));
     98                 AssetDatabase.DeleteAsset(stringholderpath);
     99                 createdBundle = true;
    100             }
    101         }
    102 
    103         if (createdBundle)
    104             UpdateCharacterElementDatabase.Execute();
    105         else
    106             EditorUtility.DisplayDialog("Character Generator", "No Asset Bundles created. Select the characters folder in the Project pane to process all characters. Select subfolders to process specific characters.", "Ok");
    107     }
    108 
    109     static Object GetPrefab(GameObject go, string name)
    110     {
    111         Object tempPrefab = EditorUtility.CreateEmptyPrefab("Assets/" + name + ".prefab");//创建一个empty预制件
    112         tempPrefab = EditorUtility.ReplacePrefab(go, tempPrefab);//将GO替换为tmpPrefab
    113         Object.DestroyImmediate(go);//销毁资源
    114         return tempPrefab;//返回tmpPrefab
    115     }
    116 
    117     public static string AssetbundlePath
    118     {
    119         get { return "assetbundles" + Path.DirectorySeparatorChar; }
    120     }
    121 }
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  • 原文地址:https://www.cnblogs.com/hisiqi/p/3203473.html
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