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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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using System.Collections.Generic;
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using Coolape;
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public class CLPrefabLightmapDataEditor : Editor
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{
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// 把renderer上面的lightmap信息保存起来,以便存储到prefab上面
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public static void SaveLightmapInfo ()
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{
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GameObject go = Selection.activeGameObject;
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if (go == null) {
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EditorUtility.DisplayDialog("Alert", "Please select a gameObject!", "Okey");
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return;
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}
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CLPrefabLightmapData data = go.GetComponent<CLPrefabLightmapData>();
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if (data == null) {
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data = go.AddComponent<CLPrefabLightmapData>();
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}
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data.SaveLightmap();
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EditorUtility.SetDirty(go);
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}
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// 把保存的lightmap信息恢复到renderer上面
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public static void LoadLightmapInfo()
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{
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GameObject go = Selection.activeGameObject;
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if (go == null) {
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EditorUtility.DisplayDialog("Alert", "Please select a gameObject!", "Okey");
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return;
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}
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CLPrefabLightmapData data = go.GetComponent<CLPrefabLightmapData>();
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if (data == null) {
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EditorUtility.DisplayDialog("Alert", "Can't find [CLPrefabLightmapData] component!", "Okey");
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return;
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}
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data.LoadLightmap();
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EditorUtility.SetDirty(go);
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}
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public static void ClearLightmapInfo()
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{
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GameObject go = Selection.activeGameObject;
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if (go == null) {
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EditorUtility.DisplayDialog("Alert", "Please select a gameObject!", "Okey");
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return;
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}
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CLPrefabLightmapData data = go.GetComponent<CLPrefabLightmapData>();
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if (data == null) {
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EditorUtility.DisplayDialog("Alert", "Can't find [CLPrefabLightmapData] component!", "Okey");
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return;
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}
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data.m_RendererInfo.Clear();
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data.m_Lightmaps = null;
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EditorUtility.SetDirty(go);
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}
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}
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