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126 行
5.2 KiB
126 行
5.2 KiB
using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using System.Collections;
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using Unity.EditorCoroutines.Editor;
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[CustomEditor(typeof(LevelLightmapData))]
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public class LevelLightmapDataEditor : Editor
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{
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public SerializedProperty lightingScenariosScenes;
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public SerializedProperty lightingScenesNames;
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public SerializedProperty allowLoadingLightingScenes;
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GUIContent allowLoading = new GUIContent("Allow loading Lighting Scenes", "Allow the Level Lightmap Data script to load a lighting scene additively at runtime if the lighting scenario contains realtime lights.");
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public void OnEnable()
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{
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lightingScenariosScenes = serializedObject.FindProperty("lightingScenariosScenes");
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lightingScenesNames = serializedObject.FindProperty("lightingScenesNames");
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allowLoadingLightingScenes = serializedObject.FindProperty("allowLoadingLightingScenes");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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LevelLightmapData lightmapData = (LevelLightmapData)target;
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(lightingScenariosScenes, new GUIContent("Lighting Scenarios Scenes"), includeChildren:true);
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if (EditorGUI.EndChangeCheck())
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{
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serializedObject.ApplyModifiedProperties();
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lightingScenesNames.arraySize = lightingScenariosScenes.arraySize;
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for (int i=0; i<lightingScenariosScenes.arraySize; i++)
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{
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lightingScenesNames.GetArrayElementAtIndex(i).stringValue = lightingScenariosScenes.GetArrayElementAtIndex(i).objectReferenceValue == null ? "" : lightingScenariosScenes.GetArrayElementAtIndex(i).objectReferenceValue.name;
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}
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serializedObject.ApplyModifiedProperties();
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}
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EditorGUILayout.PropertyField(allowLoadingLightingScenes, allowLoading);
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serializedObject.ApplyModifiedProperties();
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EditorGUILayout.Space();
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for (int i = 0; i < lightmapData.lightingScenariosScenes.Count; i++)
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{
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EditorGUILayout.BeginHorizontal();
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if ( lightmapData.lightingScenariosScenes[i] != null )
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{
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EditorGUILayout.LabelField(lightmapData.lightingScenariosScenes[i].name.ToString(), EditorStyles.boldLabel);
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if (GUILayout.Button("Build "))
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{
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if(UnityEditor.Lightmapping.giWorkflowMode != UnityEditor.Lightmapping.GIWorkflowMode.OnDemand)
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{
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Debug.LogError("ExtractLightmapData requires that you have baked you lightmaps and Auto mode is disabled.");
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}
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else
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BuildLightingScenario(i, lightmapData);
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}
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if (GUILayout.Button("Store "))
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{
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lightmapData.StoreLightmapInfos(i);
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}
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}
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EditorGUILayout.EndHorizontal();
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}
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}
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public void BuildLightingScenario(int ScenarioID, LevelLightmapData levelLightmapData)
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{
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//Remove reference to LightingDataAsset so that Unity doesn't delete the previous bake
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Lightmapping.lightingDataAsset = null;
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string currentBuildScenename = lightingScenariosScenes.GetArrayElementAtIndex(ScenarioID).objectReferenceValue.name;
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Debug.Log("Loading " + currentBuildScenename);
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string lightingSceneGUID = AssetDatabase.FindAssets(currentBuildScenename)[0];
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string lightingScenePath = AssetDatabase.GUIDToAssetPath(lightingSceneGUID);
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if (!lightingScenePath.EndsWith(".unity"))
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lightingScenePath = lightingScenePath + ".unity";
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EditorSceneManager.OpenScene(lightingScenePath, OpenSceneMode.Additive);
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Scene lightingScene = SceneManager.GetSceneByName(currentBuildScenename);
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EditorSceneManager.SetActiveScene(lightingScene);
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SearchLightsNeededRealtime(levelLightmapData);
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Debug.Log("Start baking");
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EditorCoroutineUtility.StartCoroutine(BuildLightingAsync(lightingScene), this);
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}
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private IEnumerator BuildLightingAsync(Scene lightingScene)
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{
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var newLightmapMode = new LightmapsMode();
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newLightmapMode = LightmapSettings.lightmapsMode;
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Lightmapping.BakeAsync();
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while (Lightmapping.isRunning) { yield return null; }
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//Lightmapping.lightingDataAsset = null;
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EditorSceneManager.SaveScene(lightingScene);
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EditorSceneManager.CloseScene(lightingScene, true);
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LightmapSettings.lightmapsMode = newLightmapMode;
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}
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public void SearchLightsNeededRealtime(LevelLightmapData levelLightmapData)
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{
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bool latestBuildHasRealtimeLights = false;
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var lights = FindObjectsOfType<Light>();
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var reflectionProbes = FindObjectsOfType<ReflectionProbe>();
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foreach (Light light in lights)
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{
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if (light.lightmapBakeType == LightmapBakeType.Mixed || light.lightmapBakeType == LightmapBakeType.Realtime)
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latestBuildHasRealtimeLights = true;
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}
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if (reflectionProbes.Length > 0)
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latestBuildHasRealtimeLights = true;
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levelLightmapData.latestBuildHasReltimeLights = latestBuildHasRealtimeLights;
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}
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}
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