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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