b8ab71969a
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
169 lines
9.2 KiB
C#
169 lines
9.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using UnityEditor;
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/* SCRIPT INFO
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This script is intended to be used on objects that have a SkinnedMeshRenderer attached, or objects
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that have children who have SkinnedMeshRenderers attached. It will save a new mesh version of those
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objects, with a normal MeshRenderer. If used on an environment piece that has Blend Shapes, the
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Blend Shapes will be saved (although no longer editable). If used on a character (often the children
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of the main object will be separate meshes), each individual mesh will be saved as a new mesh in the
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current form it is in. That means you can save a pose from an animation as well as adjustments made
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to the Blend Shape values.
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The script will create an organized file list, and also replace the in-scene versions with the new
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"Statue" versions. This way, an entire scene filled with environment pieces that have
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SkinnedMeshRenderers attached can be saved as static meshes and replaced in a single click.
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For characters, it's best to make a copy of your character before you run the script, as the character
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will be replaced.
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Names that have duplicates in the file structure will have a number added to the end of them, so be
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aware of the potential for duplicate meshes, although you won't have to worry about overwriting
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already exported meshes.
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This script is intended for editor use only. It may work during runtime (perhaps with some
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modification) but will likely not be very fast.
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Please visit http://www.InfinityPBR.com to check out everything we produce.
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*/
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public class SFB_SaveObjectAsMesh : MonoBehaviour {
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[MenuItem("Window/Infinity PBR/Save As Mesh(es)")]
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static void ExportMeshes () {
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// Make sure we have all the needed folders
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SFB_CreateFolder("Assets", "InfinityPBR");
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SFB_CreateFolder("Assets/InfinityPBR", "Exported Meshes");
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// Run through each object that is currently selected
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for (int i = 0; i < Selection.objects.Length; i++){
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float currentPercent = (Mathf.Round(i) + 1.0f) / (Mathf.Round(Selection.objects.Length)); // Percent Complete
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EditorUtility.DisplayProgressBar("Creating Meshes", "(" + (i + 1) + " of " + Selection.objects.Length + ") Working on " + Selection.objects[i].name, currentPercent);
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GameObject thisObject = Selection.objects [i] as GameObject; // Variable for this object
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string parentFolder = "Assets/InfinityPBR/Exported Meshes"; // Path to the folder that holds all of our exports
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string folderName = thisObject.name; // Get a new folder name for this object
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int fileNumber = SFB_GetFileNumber("/InfinityPBR/Exported Meshes/" + folderName, thisObject.name); // Get a sequential number if needed
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string path = parentFolder + "/" + folderName; // Full path
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SFB_CreateFolder(parentFolder, folderName); // Create the folder
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Component[] childrenSMR = thisObject.GetComponentsInChildren<SkinnedMeshRenderer>(); // Find all SkinnedMeshRenderer components
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foreach (SkinnedMeshRenderer childSMR in childrenSMR) // For all we found
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{
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GameObject obj = childSMR.gameObject; // Assign the current object
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Renderer thisRenderer = obj.GetComponent<Renderer>(); // Get the renderer component
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Material thisMaterial = thisRenderer.sharedMaterial; // Save the material we're using
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Mesh mesh = SFB_BakeMesh(path, obj, fileNumber); // Save the mesh
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DestroyImmediate(thisRenderer); // Remove the SkinnedMeshRenderer
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MeshFilter newMeshFilter = obj.AddComponent<MeshFilter>() as MeshFilter; // Add a normal mesh filter
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newMeshFilter.mesh = mesh; // Assign the mesh to the mesh filter
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mesh.RecalculateBounds(); // Recalculate the bounds of the mesh
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MeshRenderer newRenderer = obj.AddComponent<MeshRenderer>() as MeshRenderer; // Add a normal mesh renderer
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newRenderer.sharedMaterial = thisMaterial; // Put the material on the new mesh
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SFB_BlendShapesManager thisSFBBlendShapesManager = obj.GetComponent<SFB_BlendShapesManager>(); // See if the object has a SFB_BlendShapesManager script attached
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if (thisSFBBlendShapesManager) // If it does...
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DestroyImmediate(thisSFBBlendShapesManager);
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var animator = obj.GetComponent<Animator>(); // See if the object has an animator attached
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if (animator) // if it does...
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DestroyImmediate(animator); // Remove the animator component
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}
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Animator animatorParent = thisObject.GetComponent<Animator>(); // See if the object has an animator attached
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if (animatorParent) // if it does...
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DestroyImmediate(animatorParent);
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SFB_SaveAsPrefab(path + "/" + folderName + "_" + fileNumber + ".prefab", thisObject); // Save this as a prefab
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EditorUtility.ClearProgressBar(); // Clear the progress bar
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}
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}
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// This will save the object as a prefab
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static void SFB_SaveAsPrefab(string path, GameObject obj){
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//PrefabUtility.CreatePrefab(path, obj); // Creates a prefab of obj at path
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PrefabUtility.SaveAsPrefabAsset(obj, path);
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}
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// This function will create a new mesh asset of the selected SkinnedMeshRenderer and save it to the Project
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static Mesh SFB_BakeMesh(string path, GameObject obj, int fileNumber){
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Mesh mesh = new Mesh(); // Create a new mesh
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SkinnedMeshRenderer skinnedMeshRenderer = obj.GetComponent<SkinnedMeshRenderer>(); // Get the component
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skinnedMeshRenderer.BakeMesh(mesh); // Bake the current mesh geometry to the new mesh we created
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string filePath = path + "/" + obj.name + "_" + fileNumber + "" + ".asset"; // File path to saved mesh
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AssetDatabase.CreateAsset(mesh, filePath); // Save the mesh to Project
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return mesh; // Return the mesh asset
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}
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// This function will create the correct path folders if they do not already exist.
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static void SFB_CreateFolder(string path, string value){
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if (!AssetDatabase.IsValidFolder(path + "/" + value)) // If it isn't a folder already
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AssetDatabase.CreateFolder(path, value); // Create the Folder
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}
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// This function will check the parent folder for a folder that already exists with the name we
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// want to use. If it does, it'll send back the next available name, with numbers after it.
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static int SFB_GetFolderName(string parentFolder, string value){
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if (AssetDatabase.IsValidFolder(parentFolder + "/" + value)) // If the name is a valid folder, it means we already have one
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{
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int x = 2; // Lets start this at #2
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bool foundName = false; // We have not yet found the name
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while (!foundName){ // do this while we haven't found the name
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if (!AssetDatabase.IsValidFolder(parentFolder + "/" + value + "_" + x)) // If we don't have a folder by the name of "[value] [x]"...
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{
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return x; // return "[value] [x]"
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}
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x++; // Increase value of x by 1
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}
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}
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return 0; // Return the value
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}
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// This function will check the file already exists with the name we
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// want to use. If it does, it'll send back the next available name, with numbers after it.
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static int SFB_GetFileNumber(string parentFolder, string fileName){
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var x = 0;
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while (x < 5000)
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{
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string fullPath = Application.dataPath + "" + parentFolder + "/" + fileName + "_" + x + ".prefab";
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if (!System.IO.File.Exists(fullPath))
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{
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return x;
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}
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else
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x++;
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}
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return 0;
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}
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// This will delete the Animator component, if there is one attached
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static IEnumerator SFB_RemoveAnimator(GameObject obj){
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yield return new WaitForSeconds(0.1f);
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Animator animatorComponent = obj.GetComponent<Animator>(); // Get component for Animator
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DestroyImmediate(animatorComponent); // Remove the component
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}
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// This script will remove SFB_BlendShapesManager.js from the object, if it's attached. It's used for
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// anything using my blend shapes script that makes it easier to modify exposed shapes. Specific
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// to my own packages and assets, or anyone else who decides to adopt the same naming convention.
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static void SFB_RemoveBlendShapesManagerScript(GameObject obj){
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SFB_BlendShapesManager thisSFBBlendShapesManager = obj.GetComponent<SFB_BlendShapesManager>(); // Get component for SFB_BlendShapesManager if it's attached
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if (thisSFBBlendShapesManager) // If the script is attached
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{
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SFB_DeleteBlendShapesManagerScripts(obj); // Run this function
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thisSFBBlendShapesManager.enabled = false; // Disable the script
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}
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}
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// This will remove the script, but delayed 1/10th of a second, to avoid errors with other scripts / unity stuff.
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// It is only intended for objects that use SFBayStudios proprietary Blend Shape manager.
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static IEnumerator SFB_DeleteBlendShapesManagerScripts(GameObject obj){
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yield return new WaitForSeconds(0.1f); // Wait 0.1 second
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SFB_BlendShapesManager thisSFBBlendShapesManager = obj.GetComponent<SFB_BlendShapesManager>(); // Get component for SFB_BlendShapesManager
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DestroyImmediate(thisSFBBlendShapesManager); // Remove the script
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}
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}
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