characterCustomezition的资源打包代码分析
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine; class CreateAssetbundles
{
// This method creates an assetbundle of each SkinnedMeshRenderer
// found in any selected character fbx, and adds any materials that
// are intended to be used by the specific SkinnedMeshRenderer.
[MenuItem("Character Generator/Create Assetbundles")]
static void Execute()
{
bool createdBundle = false;
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。 {
if (!(o is GameObject)) continue;//如果不是GameObject就跳过本次循环
if (o.name.Contains("@")) continue;//如果是动画片段就跳过本次循环
if (!AssetDatabase.GetAssetPath(o).Contains("/characters/")) continue;//如果含有指定的目录名就跳过本次循环 GameObject characterFBX = (GameObject)o;//将o强制转换为GameObject
string name = characterFBX.name.ToLower();//获取名字 Debug.Log("******* Creating assetbundles for: " + name + " *******"); // Create a directory to store the generated assetbundles.
if (!Directory.Exists(AssetbundlePath))//检查AssetbundlePath是否存在
Directory.CreateDirectory(AssetbundlePath);//如果不存在就创建目录 // Delete existing assetbundles for current character.
string[] existingAssetbundles = Directory.GetFiles(AssetbundlePath);//获取AssetbundlePath目录下的文件
foreach (string bundle in existingAssetbundles)
{
if (bundle.EndsWith(".assetbundle") && bundle.Contains("/assetbundles/" + name))//删除重复的文件
File.Delete(bundle);
} // Save bones and animations to a seperate assetbundle. Any
// possible combination of CharacterElements will use these
// assets as a base. As we can not edit assets we instantiate
// the fbx and remove what we dont need. As only assets can be
// added to assetbundles we save the result as a prefab and delete
// it as soon as the assetbundle is created.
GameObject characterClone = (GameObject)Object.Instantiate(characterFBX);//克隆一个GO
foreach (SkinnedMeshRenderer smr in characterClone.GetComponentsInChildren<SkinnedMeshRenderer>())//得到子物体的SkinnedMeshRenderer组件不包括Inactive
Object.DestroyImmediate(smr.gameObject);//销毁资源
characterClone.AddComponent<SkinnedMeshRenderer>();//添加SkinnedMeshRenderer组件到Clone体
Object characterBasePrefab = GetPrefab(characterClone, "characterbase");//得到一个预制件,并销毁clone体
string path = AssetbundlePath + name + "_characterbase.assetbundle";//路径及文件名
BuildPipeline.BuildAssetBundle(characterBasePrefab, null, path, BuildAssetBundleOptions.CollectDependencies);//建一个压缩的unity3d文件,包含资源的集合
AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(characterBasePrefab));//销毁预制件 // Collect materials.
List<Material> materials = EditorHelpers.CollectAll<Material>(GenerateMaterials.MaterialsPath(characterFBX));//获取fbx目录下的所有Material // Create assetbundles for each SkinnedMeshRenderer.
foreach (SkinnedMeshRenderer smr in characterFBX.GetComponentsInChildren<SkinnedMeshRenderer>(true))//获取fbx及子物体的SkinnedMeshRenderer组件包括Inactive
{
List<Object> toinclude = new List<Object>(); // Save the current SkinnedMeshRenderer as a prefab so it can be included
// in the assetbundle. As instantiating part of an fbx results in the
// entire fbx being instantiated, we have to dispose of the entire instance
// after we detach the SkinnedMeshRenderer in question.
GameObject rendererClone = (GameObject)EditorUtility.InstantiatePrefab(smr.gameObject);//clone给定的预制件
GameObject rendererParent = rendererClone.transform.parent.gameObject;//获取父对象
rendererClone.transform.parent = null;//清空clone体的父对象引用
Object.DestroyImmediate(rendererParent);//摧毁父对象
Object rendererPrefab = GetPrefab(rendererClone, "rendererobject");//得到一个预制件,并销毁clone体
toinclude.Add(rendererPrefab);//放置到容器中 // Collect applicable materials.
foreach (Material m in materials)
if (m.name.Contains(smr.name.ToLower())) toinclude.Add(m); // When assembling a character, we load SkinnedMeshRenderers from assetbundles,
// and as such they have lost the references to their bones. To be able to
// remap the SkinnedMeshRenderers to use the bones from the characterbase assetbundles,
// we save the names of the bones used.
List<string> boneNames = new List<string>();
foreach (Transform t in smr.bones)//获取骨骼
boneNames.Add(t.name);
string stringholderpath = "Assets/bonenames.asset";
AssetDatabase.CreateAsset(new StringHolder(boneNames.ToArray()), stringholderpath);//在指定的路径创建资源
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 // Save the assetbundle.
string bundleName = name + "_" + smr.name.ToLower();
path = AssetbundlePath + bundleName + ".assetbundle";
BuildPipeline.BuildAssetBundle(null, toinclude.ToArray(), path, BuildAssetBundleOptions.CollectDependencies);
Debug.Log("Saved " + bundleName + " with " + (toinclude.Count - ) + " materials"); // Delete temp assets.
AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(rendererPrefab));
AssetDatabase.DeleteAsset(stringholderpath);
createdBundle = true;
}
} if (createdBundle)
UpdateCharacterElementDatabase.Execute();
else
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");
} static Object GetPrefab(GameObject go, string name)
{
Object tempPrefab = EditorUtility.CreateEmptyPrefab("Assets/" + name + ".prefab");//创建一个empty预制件
tempPrefab = EditorUtility.ReplacePrefab(go, tempPrefab);//将GO替换为tmpPrefab
Object.DestroyImmediate(go);//销毁资源
return tempPrefab;//返回tmpPrefab
} public static string AssetbundlePath
{
get { return "assetbundles" + Path.DirectorySeparatorChar; }
}
}
原地址:http://www.cnblogs.com/hisiqi/p/3203473.html
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