给美术做个工具
主要用到的Unity类:
EditorUtility
PrefabUtility
AssetDatabase
var assetArr = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Assets);
if (assetArr.Length > 1)
{
EditorUtility.DisplayDialog("提示", "只能选一个包含模型的文件夹", "确定");
return;
}
var asset = assetArr[0];
var assetPath = AssetDatabase.GetAssetPath(asset);
string modelPath = "";
string[] subDirs = Directory.GetFiles(assetPath,"*.FBX");
if (subDirs.Length > 1)
{
EditorUtility.DisplayDialog("提示", string.Format("文件下有{0}个模型",subDirs.Length), "确定");
return;
}
if (subDirs.Length < 1)
{
EditorUtility.DisplayDialog("提示", string.Format("文件下没有模型或者模型后缀是小写",subDirs.Length), "确定");
return;
}
foreach (var item in subDirs)
{
modelPath = item;
}
获取fbx资源的地址
if (Path.GetFileNameWithoutExtension(modelPath) != asset.name)
{
Logger.Error("模型名字 {0} 文件夹名字 {1}", Path.GetFileNameWithoutExtension(modelPath), asset.name);
EditorUtility.DisplayDialog("提示", "模型名字和文件夹名字不一致", "确定");
return;
}
Object assetModel = AssetDatabase.LoadAssetAtPath<Object>(modelPath);
GameObject gobj = (GameObject)PrefabUtility.InstantiatePrefab(assetModel);
SkinnedMeshRenderer[] meshRenderers = gobj.GetComponentsInChildren<SkinnedMeshRenderer>();
for (int i = 0; i < meshRenderers.Length; i++)
{
AutoCreateMat(assetPath, meshRenderers[i].gameObject.name);
Material Mat = AssetDatabase.LoadAssetAtPath<Material>(string.Concat(assetPath, "/materials/",meshRenderers[i].gameObject.name,".mat"));
if (Mat == null)
{
Logger.Error("matName: {0} ", string.Concat(assetPath, "/materials/",meshRenderers[i].gameObject.name,".mat"));
}
meshRenderers[i].material = Mat;
}
string prefabPath = modelPath.Replace(".FBX","_prefab.prefab");
// Make sure the file name is unique, in case an existing Prefab has the same name.
prefabPath = AssetDatabase.GenerateUniqueAssetPath(prefabPath);
PrefabUtility.SaveAsPrefabAsset(gobj, prefabPath);
GameObject.DestroyImmediate(gobj);
(Path.GetFileNameWithoutExtension(modelPath)检查模型名字
AutoCreateMat(assetPath, meshRenderers[i].gameObject.name);是自动生成材质
AssetDatabase.GenerateUniqueAssetPath生成唯一名称的预制体,例如,ab.prefab已存在ab1.prefab
PrefabUtility.SaveAsPrefabAsset(gobj, prefabPath);
这里创建的是预制体变体,为的是不修改输入对象。
说说自动生成材质
Material mat =new Material(Shader.Find(string.Concat("项目1/",shaderType.ToString())));
主要是这个,根据shader生成材质,
mat.SetTexture("_ReflectionCubeTex",reflectCubeTex);
给材质上shader设置Texture
string texPath = string.Concat(path, "/texture");
string[] subDirs = Directory.GetFiles(texPath);
foreach (var item in subDirs)
{
if (item.Contains(name) && !item.EndsWith(".meta"))
{
int id = 0;
Texture2D texture2D = (Texture2D)AssetDatabase.LoadAssetAtPath(item,typeof(Texture2D));
try
{
id = Shader.PropertyToID(propertiesNameDict[item.Remove(item.LastIndexOf(".")).Substring(item.LastIndexOf("_") + 1).ToLower()]);
}
catch (Exception e)
{
Logger.Error("{0} item 有 === {1}", item, item.Remove(item.LastIndexOf(".")).Substring(item.LastIndexOf("_") + 1));
EditorUtility.DisplayDialog("提示", string.Format("地址{0}命名不对",item), "确定");
Console.WriteLine(e);
throw;
}
if (id != 0)
{
mat.SetTexture(id,texture2D);
}
}
检查texture文件下的贴图
propertiesNameDict是一个根据保存shader贴图纹理的字典,
通过Shader.PropertyToID拿到id
mat.SetTexture(id,texture2D);
AssetDatabase.CreateAsset(mat,string.Concat(matFloderPath, "/", name, ".mat"));保存一下
Material Mat = AssetDatabase.LoadAssetAtPath<Material>(string.Concat(assetPath, "/materials/",meshRenderers[i].gameObject.name,".mat"));
if (Mat == null)
{
Logger.Error("matName: {0} ", string.Concat(assetPath, "/materials/",meshRenderers[i].gameObject.name,".mat"));
}
meshRenderers[i].material = Mat;
再赋值到预制的
SkinnedMeshRenderer组件上
差不多就是这样