自动分离FBX中SkinnedMeshRenderer并生成prefab

using System.IO;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

public class GenerateMeshAsset 
{
    private static string prefabDirectory = "Prefabs";
    private static string prefabExtension = ".prefab";  

    [MenuItem("YTools/GenerateMeshAsset")]
    public static void GenerateMesh()
    {
       
        if (Selection.activeGameObject != null)
        {
            SkinnedMeshRenderer[] mfs = Selection.activeGameObject.GetComponentsInChildren<SkinnedMeshRenderer>();
            if (mfs.Length != 0)
            {
                for (int i = 0, count = mfs.Length; i < count; i++) 
                {
                    Mesh mesh = mfs[i].sharedMesh;
                    if (mesh == null)
                    {
                        return;
                    }
                    Mesh tempMesh = GameObject.Instantiate(mesh) as Mesh;
                    if (!Directory.Exists(Application.dataPath + "/Resources"))
                    {
                        Directory.CreateDirectory(Application.dataPath + "/Resources");
                    }
                    string meshName = mesh.name;
                    string path = string.Format("Assets/Resources/{0}.asset", meshName);
                    path = AssetDatabase.GenerateUniqueAssetPath(path);
                    AssetDatabase.CreateAsset(tempMesh, path);
                    AssetDatabase.SaveAssets();
                }
                EditorUtility.DisplayDialog("CopyMesh", "拷贝mesh成功!", "OK");
            }
        }
    }

    [MenuItem("YTools/GenerateBaseModel")]
    public static void GenerateBaseModel()
    {
        GameObject selectedGameObject = Selection.activeGameObject;
        string selectedAssetPath = AssetDatabase.GetAssetPath(selectedGameObject);
        if (string.IsNullOrEmpty(selectedAssetPath))
        {
            return;
        }

        string modelAssetPath = string.Concat(Application.dataPath, "/Resources/", prefabDirectory);
        string modelParentPath = string.Concat("Assets/Resources","/",prefabDirectory);
        string temp = modelAssetPath.Replace("/", @"\");
        if (!Directory.Exists(temp))
        {
            AssetDatabase.CreateFolder("Assets/Resources", prefabDirectory);
        }
        GameObject cloneObj = GameObject.Instantiate(selectedGameObject) as GameObject;
        SkinnedMeshRenderer[] mfs = cloneObj.GetComponentsInChildren<SkinnedMeshRenderer>();
        for (int i = 0, count = mfs.Length; i < count; i++)
        {
            UnityEngine.Object.DestroyImmediate(mfs[i].gameObject);
        }
        cloneObj.name = cloneObj.name.Replace("(Clone)", string.Empty);
        string genPrefabFullName = string.Concat(modelParentPath, "/", cloneObj.name, prefabExtension);

        Object prefabObj = PrefabUtility.CreateEmptyPrefab(genPrefabFullName);
        GameObject prefab = PrefabUtility.ReplacePrefab(cloneObj, prefabObj);
        GameObject.DestroyImmediate(cloneObj);  
    }
}

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