SHOW:
|
|
- or go back to the newest paste.
| 1 | using UnityEngine; | |
| 2 | using UnityEditor; | |
| 3 | using System.Collections; | |
| 4 | ||
| 5 | public class ModelProcessor : AssetPostprocessor {
| |
| 6 | ||
| 7 | ||
| 8 | void OnPreprocessModel() | |
| 9 | {
| |
| 10 | ModelImporter modelImporter = (ModelImporter) assetImporter; | |
| 11 | modelImporter.globalScale = 1; | |
| 12 | } | |
| 13 | ||
| 14 | void OnPostprocessModel( GameObject g ) | |
| 15 | {
| |
| 16 | - | Process(g); |
| 16 | + | Process(g.transform); |
| 17 | } | |
| 18 | ||
| 19 | - | void Process (GameObject g) |
| 19 | + | void Process (Transform t) |
| 20 | {
| |
| 21 | - | if (g.name.Contains("Proxy Mesh"))
|
| 21 | + | |
| 22 | if (t.name.ToLower().Contains(" proxy box"))
| |
| 23 | - | g.renderer.enabled = false; |
| 23 | + | |
| 24 | - | g.AddComponent<MeshCollider>(); |
| 24 | + | t.gameObject.AddComponent<BoxCollider>(); |
| 25 | } | |
| 26 | - | if (g.name.Contains("Proxy Box"))
|
| 26 | + | |
| 27 | if (t.name.ToLower().Contains(" proxy mesh"))
| |
| 28 | - | g.renderer.enabled = false; |
| 28 | + | |
| 29 | - | g.AddComponent<BoxCollider>(); |
| 29 | + | MeshCollider mc = t.gameObject.AddComponent<MeshCollider>(); |
| 30 | mc.convex = true; | |
| 31 | } | |
| 32 | - | foreach(Transform child in g.transform) |
| 32 | + | |
| 33 | if (t.name.ToLower().Contains(" proxy"))
| |
| 34 | - | Process(child.gameObject); |
| 34 | + | |
| 35 | t.renderer.enabled = false; | |
| 36 | Rigidbody rb = t.gameObject.AddComponent<Rigidbody>(); | |
| 37 | - | } |
| 37 | + | rb.isKinematic = true; |
| 38 | } | |
| 39 | ||
| 40 | // recurse | |
| 41 | foreach (Transform child in t) | |
| 42 | {
| |
| 43 | Process (child); | |
| 44 | } | |
| 45 | } | |
| 46 | ||
| 47 | ||
| 48 | void OnPostprocessGameObjectWithUserProperties (GameObject go, string[] propNames, System.Object[] values) {
| |
| 49 | ||
| 50 | for (int i = 0; i < propNames.Length; i++) {
| |
| 51 | ||
| 52 | string propName = propNames[i]; | |
| 53 | System.Object v = values[i]; | |
| 54 | ||
| 55 | if (propName == "UDP3DSMAX") | |
| 56 | {
| |
| 57 | // max exports all props as single string. we must split by return char | |
| 58 | string[] lines = ((string)v).Split('\n');
| |
| 59 | ||
| 60 | foreach (string line in lines) | |
| 61 | {
| |
| 62 | string prop = line.Trim(); | |
| 63 | Debug.Log (prop); | |
| 64 | ||
| 65 | if (prop == "splitfbx") | |
| 66 | {
| |
| 67 | ||
| 68 | string path = System.IO.Path.GetDirectoryName(assetPath); | |
| 69 | string assetFileName = System.IO.Path.GetFileNameWithoutExtension(assetPath); | |
| 70 | System.IO.Directory.CreateDirectory(path+"/"+assetFileName); | |
| 71 | string prefabPath = path+"/"+assetFileName+"/"+go.name+".prefab"; | |
| 72 | Object targetPrefab = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(Object)); | |
| 73 | ||
| 74 | if (targetPrefab != null) {
| |
| 75 | PrefabUtility.ReplacePrefab(go, targetPrefab, ReplacePrefabOptions.ReplaceNameBased); | |
| 76 | } else {
| |
| 77 | PrefabUtility.CreatePrefab( prefabPath, go ); | |
| 78 | } | |
| 79 | } | |
| 80 | ||
| 81 | ||
| 82 | if (prop == "boxcollider") | |
| 83 | {
| |
| 84 | go.AddComponent<BoxCollider>(); | |
| 85 | } | |
| 86 | ||
| 87 | if (prop == "spherecollider") | |
| 88 | {
| |
| 89 | go.AddComponent<SphereCollider>(); | |
| 90 | } | |
| 91 | ||
| 92 | if (prop == "meshcollider") | |
| 93 | {
| |
| 94 | go.AddComponent<MeshCollider>(); | |
| 95 | } | |
| 96 | ||
| 97 | if (prop == "proxy") | |
| 98 | {
| |
| 99 | go.renderer.enabled = false; | |
| 100 | if (go.GetComponent<Collider>() == null) | |
| 101 | {
| |
| 102 | go.AddComponent<MeshCollider>(); | |
| 103 | } | |
| 104 | } | |
| 105 | ||
| 106 | if (prop == "movable") | |
| 107 | - | } |
| 107 | + | |
| 108 | go.AddComponent<Rigidbody>(); | |
| 109 | MeshCollider mc = go.GetComponent<MeshCollider>(); | |
| 110 | ||
| 111 | if (mc != null) | |
| 112 | {
| |
| 113 | mc.convex = true; | |
| 114 | } | |
| 115 | } | |
| 116 | ||
| 117 | } | |
| 118 | ||
| 119 | } | |
| 120 | ||
| 121 | ||
| 122 | } | |
| 123 | } | |
| 124 | } |