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.
39 lines
1.5 KiB
C#
39 lines
1.5 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEditor;
|
|
|
|
public class SFB_DisplayPolycount : MonoBehaviour {
|
|
|
|
[MenuItem("Window/Infinity PBR/Polycount %#p")]
|
|
static void ShowPolycount(){
|
|
int totalTriCount = 0;
|
|
int totalVertCount = 0;
|
|
// Get count of parnet object if applicable
|
|
if (Selection.activeGameObject.GetComponent<MeshFilter>()){
|
|
Mesh parentMesh = Selection.activeGameObject.GetComponent<MeshFilter>().sharedMesh;
|
|
int parentTri = parentMesh.triangles.Length / 3;
|
|
totalTriCount += parentTri;
|
|
totalVertCount += parentMesh.vertices.Length;
|
|
}
|
|
//Get count of all children of object
|
|
Transform[] allChildren = Selection.activeGameObject.GetComponentsInChildren<Transform>();
|
|
foreach(Transform child in allChildren)
|
|
{
|
|
if (child.gameObject.GetComponent<MeshFilter>()){
|
|
Mesh objMesh = child.gameObject.GetComponent<MeshFilter>().sharedMesh;
|
|
int triCount = objMesh.triangles.Length / 3;
|
|
totalTriCount += triCount;
|
|
totalVertCount += objMesh.vertices.Length;
|
|
} else if (child.gameObject.GetComponent<SkinnedMeshRenderer>()){
|
|
Mesh objMesh2 = child.gameObject.GetComponent<SkinnedMeshRenderer>().sharedMesh;
|
|
int triCount2 = objMesh2.triangles.Length / 3;
|
|
totalTriCount += triCount2;
|
|
totalVertCount += objMesh2.vertices.Length;
|
|
}
|
|
}
|
|
Debug.Log("There are " + totalTriCount + " triangles in the selection.");
|
|
Debug.Log("There are " + totalVertCount + " vertices in the selection.");
|
|
}
|
|
}
|