Unity - 搬砖日志 - 获取 LODGroup 当前显示的 LOD 级别


最近 QA 同学需要在 某个 LODGroup 对象,当前显示的 LOD 是哪个级别的功能,所以上网搜索了一下,发现:Current LOD level - LOD Group Unity 也有人需求该功能,但是回答的人写得代码的不到想要的效果,所以自己重写了下面的代码


CSharp

//  2021/07/01
private static int GetLODCurShowLevel(Camera cam, LODGroup lodGroup)
{
    var inv_SceneViewCamHeight = 1.0f / (cam.pixelHeight - 6.0f);

    var lods = lodGroup.GetLODs();
    for (int lodIDX = 0; lodIDX < lods.Length; lodIDX++)
    {
        var lod = lods[lodIDX];
        var renderers = lod.renderers;
        for (int renderIDX = 0; renderIDX < renderers.Length; renderIDX++)
        {
            var renderer = renderers[renderIDX];
            var heightInScreen = cam.WorldToScreenPoint(renderer.bounds.min).y - cam.WorldToScreenPoint(renderer.bounds.max).y;
            var ratioInScren = heightInScreen * inv_SceneViewCamHeight;
            if (ratioInScren > lod.screenRelativeTransitionHeight)
            {
                return lodIDX;
            }
        }
    }

    return -1;
}

第二种方法

// jave.lin 2021/07/02

using UnityEngine;

public class TestingStoreLODGroupCurLODLevel : MonoBehaviour
{
    public bool[] lodVisibleArr;
    public int GetCurLOD()
    {
        if (lodVisibleArr != null)
        {
            var len = lodVisibleArr.Length;
            for (int i = 0; i < len; i++)
            {
                if (lodVisibleArr[i])
                {
                    return i;
                }
            }
        }
        return -1;
    }
}

// jave.lin 2021/07/02

using UnityEngine;

public class TestingCheckVisibleChanged : MonoBehaviour
{
    public int belongLOD;
    public TestingStoreLODGroupCurLODLevel storeLOD;
    private void OnBecameInvisible()
    {
        if (storeLOD)
        {
            storeLOD.lodVisibleArr[belongLOD] = false;
        }
    }

    private void OnBecameVisible()
    {
        if (storeLOD)
        {
            storeLOD.lodVisibleArr[belongLOD] = true;
        }
    }
}


    private void SetupCheckLODInfo(GameObject go)
    {
        var lodGroup = go.GetComponent<LODGroup>();
        if (lodGroup == null)
        {
            return;
        }

        var storeLODComp = go.GetComponent<TestingStoreLODGroupCurLODLevel>();
        if (storeLODComp != null)
        {
            // 设置过
            return;
        }

        storeLODComp = go.AddComponent<TestingStoreLODGroupCurLODLevel>();
        var lods = lodGroup.GetLODs();
        for (int lodIDX = 0; lodIDX < lods.Length; lodIDX++)
        {
            var lod = lods[lodIDX];
            var renderers = lod.renderers;
            for (int rendererIDX = 0; rendererIDX < renderers.Length; rendererIDX++)
            {
                var renderer = renderers[rendererIDX];
                var checkVisibleComp = renderer.gameObject.GetComponent<TestingCheckVisibleChanged>();
                if (checkVisibleComp == null)
                {
                    checkVisibleComp = renderer.gameObject.AddComponent<TestingCheckVisibleChanged>();
                }
                checkVisibleComp.belongLOD = lodIDX;
                checkVisibleComp.storeLOD = storeLODComp;
            }
        }

        storeLODComp.lodVisibleArr = new bool[lods.Length]; 
    }

    private void UnSetupCheckLODInfo(GameObject go)
    {
        var lodGroup = go.GetComponent<LODGroup>();
        if (lodGroup == null)
        {
            return;
        }
        var storeLODComp = go.GetComponent<TestingStoreLODGroupCurLODLevel>();
        if (storeLODComp != null)
        {
            GameObject.Destroy(storeLODComp);
        }

        var lods = lodGroup.GetLODs();
        for (int lodIDX = 0; lodIDX < lods.Length; lodIDX++)
        {
            var lod = lods[lodIDX];
            var renderers = lod.renderers;
            for (int rendererIDX = 0; rendererIDX < renderers.Length; rendererIDX++)
            {
                var renderer = renderers[rendererIDX];
                var checkVisibleComp = renderer.gameObject.GetComponent<TestingCheckVisibleChanged>();
                if (checkVisibleComp != null)
                {
                    GameObject.Destroy(checkVisibleComp);
                }
            }
        }
    }


References

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