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s: {x: 1, y: 1, z: 1} - - t: {x: 0.16885075, y: -0.024700321, z: -0.17261669} - q: {x: -5.5769693E-08, y: -4.2167233E-08, z: -4.723973E-08, w: 1} - s: {x: 1, y: 1, z: 1} - - t: {x: 0.27281147, y: -2.8610229E-08, z: 0.12541309} - q: {x: 0.7071069, y: -5.9109205E-08, z: -5.910919E-08, w: 0.7071067} - s: {x: 1, y: 1, z: 1} - - t: {x: 0.2728114, y: -1.66893E-08, z: -0.12122295} - q: {x: 0.7071069, y: -5.9109205E-08, z: -5.910919E-08, w: 0.7071067} - s: {x: 1, y: 1, z: 1} - - t: {x: -0.27071714, y: -2.7418135E-08, z: 0.12541309} - q: {x: 0.7071069, y: -5.9109205E-08, z: -5.910919E-08, w: 0.7071067} - s: {x: 1, y: 1, z: 1} - - t: {x: -0.27071714, y: -1.7285346E-08, z: -0.12122306} - q: {x: 0.7071069, y: -5.9109205E-08, z: -5.910919E-08, w: 0.7071067} - s: {x: 1, y: 1, z: 1} - - t: {x: 0.6202991, y: 0.42811233, z: 0.004608889} - q: {x: -0.7071068, y: 0, z: 0, w: 0.7071067} - s: {x: 1, y: 1, z: 1} - - t: {x: 7.781982E-08, y: 0.5149909, z: 0.007161658} - q: {x: -0.7071068, y: 0, z: 0, w: 0.7071067} - s: {x: 1, y: 1, z: 1} - m_SkeletonNameIDArray: - - 0 - - 1238553556 - - 2467616919 - - 2797366333 - - 1485247078 - - 1295371404 - - 1738478960 - - 3135002367 - - 1027503664 - - 4246456950 - - 118814485 - - 1185700040 - - 3752135026 - - 2465031959 - - 199505581 - - 1888225256 - - 445079282 - - 2207125320 - - 2323856011 - - 2856418910 - - 860368868 - - 2477369498 - - 3884898311 - - 2122811837 - - 1772525049 - - 1748961223 - - 4046870141 - - 46262897 - - 3719965369 - - 2824495499 - - 3747434781 - - 1179910311 - - 827535409 - - 412893479 - - 1872458161 - - 4136771595 - - 2174029981 - - 4263111897 - - 2300501071 - - 269979125 - - 1806996393 - - 481534783 - - 3681727237 - - 2893382547 - - 1836845589 - - 2804560466 - - 872494549 - - 3656599987 - - 1177262371 - - 308321587 - - 1008660028 - - 1701293477 - - 621141885 - - 4235131935 - - 237538494 - - 3346030496 - - 2655879945 - - 224822414 - - 3186741328 - - 2146958024 - - 1986135248 - - 91840359 - - 23409734 - - 476212774 - - 2557240828 - - 927940069 - - 1851906202 - - 3308268611 - - 1293032844 - - 2831606335 - - 3649572904 - - 4073835472 - - 1959689831 - - 2434433492 - - 3763631043 - - 3452470772 - - 3134174562 - - 600237272 - - 1421988942 - - 2331350169 - - 4260537359 - - 1694234037 - - 335332643 - - 3605499480 - - 2715860686 - - 954855284 - - 1341054946 - - 976466997 - - 1295287459 - - 3560822041 - - 2738546063 - - 3227451426 - - 3076010164 - - 777085198 - - 1498829208 - - 2711811619 - - 3601188533 - - 1336710927 - - 950773657 - - 3401657640 - - 3183877566 - - 617565188 - - 1405648018 - - 291821199 - - 1717823001 - - 4285183907 - - 2288879413 - - 2618944812 - - 1013126121 - - 2775204435 - - 4046771918 - - 2932951493 - - 3240292224 - - 1675404865 - - 3370358137 - - 3219432943 - - 349935319 - - 653128789 - - 1374340291 - - 3821979322 - - 2496263724 - - 2059900672 - - 230729622 - - 3006190291 - - 1011007681 - m_Human: - data: - serializedVersion: 2 - m_RootX: - t: {x: 0, y: 0, z: 0} - q: {x: 0, y: 0, z: 0, w: 1} - s: {x: 1, y: 1, z: 1} - m_Skeleton: - data: - m_Node: [] - m_ID: [] - m_AxesArray: [] - m_SkeletonPose: - data: - m_X: [] - m_LeftHand: - data: - m_HandBoneIndex: - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - m_RightHand: - data: - m_HandBoneIndex: - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - m_HumanBoneIndex: - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - - -1 - m_HumanBoneMass: - - 0.14545456 - - 0.12121213 - - 0.12121213 - - 0.048484854 - - 0.048484854 - - 0.009696971 - - 0.009696971 - - 0.030303033 - - 0.14545456 - - 0.14545456 - - 0.012121214 - - 0.048484854 - - 0.006060607 - - 0.006060607 - - 0.024242427 - - 0.024242427 - - 0.01818182 - - 0.01818182 - - 0.006060607 - - 0.006060607 - - 0.0024242427 - - 0.0024242427 - - 0 - - 0 - - 0 - m_Scale: 1 - m_ArmTwist: 0.5 - m_ForeArmTwist: 0.5 - m_UpperLegTwist: 0.5 - m_LegTwist: 0.5 - m_ArmStretch: 0.05 - m_LegStretch: 0.05 - m_FeetSpacing: 0 - m_HasLeftHand: 0 - m_HasRightHand: 0 - m_HasTDoF: 0 - m_HumanSkeletonIndexArray: [] - m_HumanSkeletonReverseIndexArray: [] - m_RootMotionBoneIndex: -1 - m_RootMotionBoneX: - t: {x: 0, y: 0, z: 0} - q: {x: 0, y: 0, z: 0, w: 1} - s: {x: 1, y: 1, z: 1} - m_RootMotionSkeleton: - data: - m_Node: [] - m_ID: [] - m_AxesArray: [] - m_RootMotionSkeletonPose: - data: - m_X: [] - m_RootMotionSkeletonIndexArray: [] - m_TOS: - 3537016545: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - L Clavicle/Bip001 L UpperArm/Bip001 L Forearm/Bone L ForeArm Twist - 1658709283: bone_root/Bip001/Bip001 Pelvis/bone_skirtF_L_00 - 3200387874: bone_root/Bip001/Bip001 Pelvis/bone_skirtB00/bone_skirtB01/bone_skirtB02 - 3506136568: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - Neck/Bip001 Head/Bip001 Xtra_eyeL - 3024885706: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - Neck/Bip001 Head/bone_tail_R_00/bone_tail_R_01/bone_tail_R_02 - 736970130: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 Neck/Bip001 - Head/bone_hair_R_00/bone_hair_R_01 - 1990856636: bone_root/bone_shield_root/Point004 - 1600257317: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - R Clavicle/Bip001 R UpperArm/Bip001 R Forearm/Bip001 R Hand/Bip001 R Finger1/Bip001 - R Finger11 - 199607699: bone_root/Bip001/Bip001 Pelvis/Bip001 L Thigh - 4182550325: bone_root/Bip001/Bip001 Pelvis/bone_skirtB_L_00 - 1542276341: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - R Clavicle/Bip001 R UpperArm/Bip001 R Forearm/Bip001 R Hand/Bip001 R Finger0 - 414584427: bone_root/bone_shield_root/Point015 - 28131114: bone_root/bone_shield_root/Point005 - 3644074557: bone_root/Bip001/Bip001 Pelvis/bone_skirtF_R_00/bone_skirtF_R_01/bone_skirtF_R_02 - 2472153437: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - Neck/Bip001 Head/bone_hair_T_00/bone_hair_T_01 - 2614360206: bone_root/Bip001/Bip001 Pelvis/bone_skirtF_R_00/bone_skirtF_R_01 - 3281555212: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - R Clavicle/Bip001 R UpperArm - 1313036021: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - R Clavicle/Bip001 R UpperArm/Bip001 R Forearm/Bip001 R Hand - 1465519174: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - L Clavicle/Bip001 L UpperArm/Bip001 L Forearm/Bip001 L Hand/Bip001 L Finger1/Bip001 - L Finger11 - 3618377423: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - Neck/Bip001 Head/Bip001 eye_L - 1935360359: bone_root/Bip001/Bip001 Pelvis/bone_skirtB_R_00/bone_skirtB_R_01/bone_skirtB_R_02/bone_skirtB_R_03 - 3006190291: Hosino_Origninal_Weapon - 1540078655: bone_root/Bip001/Bip001 Pelvis/bone_skirtR00/bone_skirtR01/bone_skirtR02 - 1804353609: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - Neck/Bip001 Head/bone_hair_T_00/bone_hair_T_01/bone_hair_T_02 - 3504907989: bone_root/Bip001/Bip001 Pelvis/Bip001 L Thigh/Bip001 L Calf/Bip001 - L Foot/Bip001 L Toe0 - 1330717245: bone_root/Bip001/Bip001_Weapon/bone_buttstock - 1903845863: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - Neck/Bip001 Head/Bip001 bone_eye_D_R/Bip001 bone_eye_D_R_01 - 720656539: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 Neck/Bip001 - Head/Bip001 Xtra_eyeR - 2086362400: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - L Clavicle/Bip001 L UpperArm/Bip001 L Forearm/Bip001 L Hand/Bip001 L Finger2 - 2289596864: bone_root/Bip001/Bip001 Pelvis/bone_skirtB_L_00/bone_skirtB_L_01/bone_skirtB_L_02/bone_skirtB_L_03 - 368300634: bone_root/Bip001/Bip001 Pelvis/bone_skirtL00/bone_skirtL01/bone_skirtL02/bone_skirtL03 - 765670316: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 Neck/Bip001 - Head/Bip001 eye_R - 3706146968: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - Neck/Bip001 Head/Bip001 bone_eye_D_L/Bip001 bone_eye_D_L_01 - 1233815449: bone_root/Bip001/Bip001 Pelvis/bone_skirtB_R_00 - 506663631: bone_root/Bip001/Bip001 Pelvis/bone_skirtB00/bone_skirtB01 - 1381867915: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - L Clavicle/Bip001 L UpperArm/Bip001 L Forearm - 1817616165: bone_root/Bip001/Bip001 Pelvis/bone_skirtB00/bone_skirtB01/bone_skirtB02/bone_skirtB03 - 713059561: bone_root/bone_shield_root/Point035 - 2962459510: bone_root/Bip001/Bip001 Pelvis/bone_skirtR00/bone_skirtR01/bone_skirtR02/bone_skirtR03 - 2753030864: bone_root/Bip001/Bip001 Pelvis/bone_skirtL00/bone_skirtL01/bone_skirtL02 - 1951551317: bone_root/Bip001/Bip001 Pelvis/bone_skirtL00 - 753562723: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 R - Clavicle/Bip001 R UpperArm/Bip001 R Forearm/Bip001 R Hand/Bip001 R Finger1 - 2467616919: bone_root - 2479716448: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - Neck/Bip001 Head/bone_hair_L_00 - 1781702108: bone_root/Bip001/Bip001 Pelvis/bone_skirtF00/bone_skirtF01 - 823249983: bone_root/bone_shield_root - 2043005571: bone_root/Bip001/Bip001 Pelvis/bone_skirtF00 - 2270054789: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - Neck/Bip001 Head/Bip001 eye_L/Bip001 eye_L_2 - 2560913040: bone_root/bone_shield_root/Point006 - 1303610525: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - Neck/Bip001 Head/Bip001 Xtra_eyeblowL2 - 0: - 1567683181: bone_root/Bip001 - 1423225974: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1 - 471091362: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 Neck/Bip001 - Head/bone_hair_L_00/bone_hair_L_01 - 3525035407: bone_root/Bip001/Bip001 Pelvis/bone_skirtF_R_00 - 3182955025: bone_root/Bip001/Bip001 Pelvis/Bip001 R Thigh/Bip001 R Calf/Bip001 - R Foot/Bip001 R Toe0 - 1084007835: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - Neck/Bip001 Head/bone_hair_F_L_00 - 2577644895: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - L Clavicle/Bip001 L UpperArm/Bip001 L Forearm/Bip001 L Hand/Bip001 L Finger0/Bip001 - L Finger01 - 3899863133: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - Neck/Bip001 Head/Bip001 bone_eye_D_R/Bip001 bone_eye_D_R_02 - 1006903808: bone_root/Bip001/Bip001 Pelvis/Bip001 R Thigh - 3221428353: bone_root/Bip001/Bip001 Pelvis/bone_skirtF00/bone_skirtF01/bone_skirtF02/bone_skirtF03 - 2638902185: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - Neck - 2143762053: bone_root/Bip001/Bip001_Weapon/bone_magazine - 3901892234: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - R Clavicle - 863459756: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 Neck/Bip001 - Head/bone_tail_L_00/bone_tail_L_01 - 1692138637: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - R Clavicle/Bip001 R UpperArm/Bip001 R Forearm/Bone R ForeArm Twist - 2711588874: bone_root/Bip001/Bip001 Pelvis/bone_skirtF_L_00/bone_skirtF_L_01/bone_skirtF_L_02/bone_skirtF_L_03 - 2212181543: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - L Clavicle/Bip001 L UpperArm/Bip001 L Forearm/Bip001 L Hand - 507975743: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 Neck/Bip001 - Head/Bip001 eye_L/Bip001 eye_L_1 - 1011007681: Hoshino_Original_Shield_Weapon - 587946188: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 Neck/Bip001 - Head/bone_hair_R_00 - 1305489050: bone_root/Bip001/Bip001_Weapon/fire_01 - 3522533329: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - L Clavicle - 262347834: bone_root/Bip001/Bip001_Weapon - 16509688: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 Neck/Bip001 - Head/Bip001 Xtra_eyeblowR1 - 2582821698: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 - Neck/Bip001 Head/Bip001 Xtra_eyeblowR2 - 1569152127: bone_root/bone_shield_root/Point034 - 313684753: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 Neck/Bip001 - Head/Bip001 bone_eye_D_L - 106956560: bone_root/Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 Spine1/Bip001 Neck/Bip001 - 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m_IsActive: 1 + m_IsActive: 0 --- !u!114 &1167915818 MonoBehaviour: m_ObjectHideFlags: 0 @@ -712,7 +879,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 2147483647 - m_IsActive: 1 + m_IsActive: 0 --- !u!154 &2139286201 TerrainCollider: m_ObjectHideFlags: 0 @@ -797,3 +964,5 @@ SceneRoots: - {fileID: 488143182} - {fileID: 1167915821} - {fileID: 109037212} + - {fileID: 465007459} + - {fileID: 634706097} diff --git a/Assets/Res/Main/Scene/DragTest.unity.meta b/Assets/Res/Main/Scene/Test.unity.meta similarity index 100% rename from Assets/Res/Main/Scene/DragTest.unity.meta rename to Assets/Res/Main/Scene/Test.unity.meta diff --git a/Assets/Res/Preload/HotUpdateDll/Preload.bytes b/Assets/Res/Preload/HotUpdateDll/Preload.bytes index 06a87e2..1048a0b 100644 Binary files a/Assets/Res/Preload/HotUpdateDll/Preload.bytes and b/Assets/Res/Preload/HotUpdateDll/Preload.bytes differ diff --git a/Assets/Scripts/Editor/BuildTool.cs b/Assets/Scripts/Editor/BuildTool.cs index c8612d6..56f4afb 100644 --- a/Assets/Scripts/Editor/BuildTool.cs +++ b/Assets/Scripts/Editor/BuildTool.cs @@ -1,4 +1,4 @@ -using UnityEditor; +using UnityEditor; using UnityEngine; using YooAsset.Editor; using YooAsset; @@ -8,21 +8,21 @@ using UnityEditor.Build.Pipeline; public class BuildTool { - [MenuItem("Tools/Preload")] + [MenuItem("Tools/打包Preload")] public static void BuildPreload() { CopyHotDll.CopyPreloadDll2Byte(); ExecuteBuild("Preload",EBuildPipeline.ScriptableBuildPipeline, EditorUserBuildSettings.activeBuildTarget,EFileNameStyle.BundleName_HashName,EBuildinFileCopyOption.ClearAndCopyAll); - Debug.Log($"Preload"); + Debug.Log($"打包Preload结束"); } - [MenuItem("Tools/Main %G")] + [MenuItem("Tools/打包Main %G")] public static void BuildMain() { CopyHotDll.CopyMainDll2Byte(); ExecuteBuild("Main", EBuildPipeline.ScriptableBuildPipeline, EditorUserBuildSettings.activeBuildTarget, EFileNameStyle.BundleName_HashName, EBuildinFileCopyOption.None); - Debug.Log($"Main"); + Debug.Log($"打包Main结束"); } - [MenuItem("Tools/ȫ")] + [MenuItem("Tools/全部打包")] public static void BuildAll() { BuildPreload(); @@ -68,8 +68,8 @@ public class BuildTool return DateTime.Now.ToString("yyyy-MM-dd") + "-" + totalMinutes; } /// - /// ɫԴ - /// ע⣺ԶռɫԴһ£ + /// 内置着色器资源包名称 + /// 注意:和自动收集的着色器资源包名保持一致! /// public static string GetBuiltinShaderBundleName(string PackageName) { diff --git a/Assets/Scripts/Editor/CopyHotDll.cs b/Assets/Scripts/Editor/CopyHotDll.cs index 70f4198..90f4990 100644 --- a/Assets/Scripts/Editor/CopyHotDll.cs +++ b/Assets/Scripts/Editor/CopyHotDll.cs @@ -1,4 +1,4 @@ -using System.Collections; +using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; @@ -9,7 +9,7 @@ using System.Text; public class CopyHotDll { - [MenuItem("Tools/PreloadDll")] + [MenuItem("Tools/更新生成PreloadDll")] public static void CopyPreloadDll2Byte() { HybridCLR.Editor.Commands.CompileDllCommand.CompileDllActiveBuildTarget(); @@ -23,7 +23,7 @@ public class CopyHotDll AssetDatabase.Refresh(); Debug.Log($"copy {sourceDir} to {destDir}"); } - [MenuItem("Tools/MainDll")] + [MenuItem("Tools/更新生成MainDll")] public static void CopyMainDll2Byte() { HybridCLR.Editor.Commands.CompileDllCommand.CompileDllActiveBuildTarget(); @@ -37,7 +37,7 @@ public class CopyHotDll AssetDatabase.Refresh(); Debug.Log($"copy {sourceDir} to {destDir}"); } - [MenuItem("Tools/ɲԴ")] + [MenuItem("Tools/更新生成补充数据源")] public static void CopyDepDll2Byte() { HybridCLR.Editor.Commands.CompileDllCommand.CompileDllActiveBuildTarget(); diff --git a/Assets/Scripts/HotUpdate/Main/GameStart.cs b/Assets/Scripts/HotUpdate/Main/GameStart.cs index d11f8ec..91534a8 100644 --- a/Assets/Scripts/HotUpdate/Main/GameStart.cs +++ b/Assets/Scripts/HotUpdate/Main/GameStart.cs @@ -1,4 +1,4 @@ -using System.Collections; +using System.Collections; using UnityEngine; using UnityEngine.SceneManagement; using YooAsset; diff --git a/Assets/Scripts/HotUpdate/Main/GameSystem.cs b/Assets/Scripts/HotUpdate/Main/GameSystem.cs index 1d4cecf..7ef3be4 100644 --- a/Assets/Scripts/HotUpdate/Main/GameSystem.cs +++ b/Assets/Scripts/HotUpdate/Main/GameSystem.cs @@ -1,4 +1,4 @@ -using System.Collections; +using System.Collections; using System.Collections.Generic; using UnityEngine; diff --git a/Assets/Scripts/HotUpdate/Main/Test.cs b/Assets/Scripts/HotUpdate/Main/Test.cs index 3862986..87d88a6 100644 --- a/Assets/Scripts/HotUpdate/Main/Test.cs +++ b/Assets/Scripts/HotUpdate/Main/Test.cs @@ -1,4 +1,4 @@ -using UnityEngine; +using UnityEngine; public class Test : MonoBehaviour { diff --git a/Assets/Scripts/HotUpdate/Main/UI/UIManager.cs b/Assets/Scripts/HotUpdate/Main/UI/UIManager.cs index b04e7d7..c293aa5 100644 --- a/Assets/Scripts/HotUpdate/Main/UI/UIManager.cs +++ b/Assets/Scripts/HotUpdate/Main/UI/UIManager.cs @@ -1,4 +1,4 @@ -using System; +using System; using System.Collections; using System.Collections.Generic; using UnityEngine; diff --git a/Assets/Scripts/Runtime/SingletonMono.cs b/Assets/Scripts/Runtime/SingletonMono.cs index f47f42e..8bc3ca4 100644 --- a/Assets/Scripts/Runtime/SingletonMono.cs +++ b/Assets/Scripts/Runtime/SingletonMono.cs @@ -1,4 +1,4 @@ -using UnityEngine; +using UnityEngine; public class SingletonMono : MonoBehaviour where T : MonoBehaviour { diff --git a/Assets/Scripts/Runtime/YooAsset/PatchLogic/PatchManager.cs b/Assets/Scripts/Runtime/YooAsset/PatchLogic/PatchManager.cs index 2e4ffa2..4ac642b 100644 --- a/Assets/Scripts/Runtime/YooAsset/PatchLogic/PatchManager.cs +++ b/Assets/Scripts/Runtime/YooAsset/PatchLogic/PatchManager.cs @@ -1,4 +1,4 @@ -using System.Collections; +using System.Collections; using System.Collections.Generic; using UnityEngine; using YooAsset; diff --git a/Assets/Scripts/Runtime/YooAsset/WindowLogic/MessageBox.cs b/Assets/Scripts/Runtime/YooAsset/WindowLogic/MessageBox.cs index 84afa73..d5002a9 100644 --- a/Assets/Scripts/Runtime/YooAsset/WindowLogic/MessageBox.cs +++ b/Assets/Scripts/Runtime/YooAsset/WindowLogic/MessageBox.cs @@ -1,4 +1,4 @@ -using UnityEngine; +using UnityEngine; using UnityEngine.UI; using System; using System.Collections.Generic; diff --git a/Assets/Scripts/Test.meta b/Assets/Scripts/Test.meta new file mode 100644 index 0000000..82281bd --- /dev/null +++ b/Assets/Scripts/Test.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4496b4e65b004c84199bb822321789bb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Test/AutoMap.meta b/Assets/Scripts/Test/AutoMap.meta new file mode 100644 index 0000000..d2c5429 --- /dev/null +++ b/Assets/Scripts/Test/AutoMap.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5ae155084cdc7004ea20a4ec3a4191b7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Test/AutoMap/AutoMapGenerator.cs b/Assets/Scripts/Test/AutoMap/AutoMapGenerator.cs new file mode 100644 index 0000000..e30bf8a --- /dev/null +++ b/Assets/Scripts/Test/AutoMap/AutoMapGenerator.cs @@ -0,0 +1,463 @@ +// Assets/Scripts/Test/AutoMap/AutoMapGenerator.cs +using UnityEngine; +using UnityEngine.Networking; +using System.Collections; +using System.Collections.Generic; +using System.Resources; + +public class AutoMapGenerator : MonoBehaviour +{ + [Header("地图区域设置")] + public string areaName = "目标区域"; + public double southLat = 39.9100; + public double northLat = 39.9300; + public double westLon = 116.3800; + public double eastLon = 116.4100; + + [Header("资源引用 - 如为空将自动创建")] + public Material buildingMaterial; + public Material roadMaterial; + public Material parkMaterial; + public Material waterMaterial; + public Material groundMaterial; + + [Header("生成设置")] + public float buildingHeight = 8f; + public float roadWidth = 6f; + + [Header("调试选项")] + public bool showDebugInfo = true; + public bool logMissingBuildings = true; + public bool includeAllWays = true; // 新增 + + private OSMParser osmParser; + private ResourceManager resourceManager; + + void Start() + { + InitializeComponents(); + StartCoroutine(DownloadAndGenerateMap()); + } + + void InitializeComponents() + { + // 确保有必要的组件 + osmParser = GetComponent(); + if (osmParser == null) osmParser = gameObject.AddComponent(); + + // 设置解析器选项 + osmParser.includeAllWays = includeAllWays; + + // 初始化资源管理器 + resourceManager = new ResourceManager(); + resourceManager.InitializeResources(this); + // 调试:显示现有材质 + if (showDebugInfo) + { + resourceManager.LogExistingMaterials(); + } + } + + // 添加一个编辑器菜单项来清理和重新创建材质 + [ContextMenu("重新初始化材质")] + public void ReinitializeMaterials() + { +#if UNITY_EDITOR + Debug.Log("重新初始化材质..."); + + // 强制重新创建所有材质 + resourceManager = new ResourceManager(); + + // 清空现有材质引用 + buildingMaterial = null; + roadMaterial = null; + parkMaterial = null; + waterMaterial = null; + groundMaterial = null; + + // 重新初始化 + resourceManager.InitializeResources(this); + + Debug.Log("材质重新初始化完成"); +#endif + } + + // 添加一个方法来检查材质状态 + [ContextMenu("检查材质状态")] + public void CheckMaterialStatus() + { + Debug.Log("=== 材质状态检查 ==="); + Debug.Log($"建筑材质: {buildingMaterial?.name ?? "未设置"}"); + Debug.Log($"道路材质: {roadMaterial?.name ?? "未设置"}"); + Debug.Log($"公园材质: {parkMaterial?.name ?? "未设置"}"); + Debug.Log($"水域材质: {waterMaterial?.name ?? "未设置"}"); + Debug.Log($"地面材质: {groundMaterial?.name ?? "未设置"}"); + + resourceManager.LogExistingMaterials(); + } + + IEnumerator DownloadAndGenerateMap() + { + Debug.Log($"开始下载 {areaName} 地图数据..."); + + string overpassQuery = BuildOverpassQuery(); + string encodedQuery = UnityWebRequest.EscapeURL(overpassQuery); + string url = $"https://overpass-api.de/api/interpreter?data={encodedQuery}"; + + if (showDebugInfo) + { + Debug.Log($"目标区域: {areaName}"); + Debug.Log($"经纬度范围: {southLat},{westLon} 到 {northLat},{eastLon}"); + } + + using (UnityWebRequest request = UnityWebRequest.Get(url)) + { + yield return request.SendWebRequest(); + + if (request.result == UnityWebRequest.Result.Success) + { + string osmData = request.downloadHandler.text; + Debug.Log($"成功下载地图数据! 长度: {osmData.Length} 字符"); + GenerateMap(osmData); + } + else + { + Debug.LogError($"下载失败: {request.error}"); + CreateTestMap(); + } + } + } + + string BuildOverpassQuery() + { + return $@" + [out:xml][timeout:45]; + ( + way[""building""]({southLat},{westLon},{northLat},{eastLon}); + way[""highway""]({southLat},{westLon},{northLat},{eastLon}); + way[""leisure""]({southLat},{westLon},{northLat},{eastLon}); + way[""waterway""]({southLat},{westLon},{northLat},{eastLon}); + way[""natural""][""natural""~""water""]({southLat},{westLon},{northLat},{eastLon}); + ); + (._;>;); + out body;"; + } + + void GenerateMap(string osmData) + { + ClearExistingMap(); + + if (string.IsNullOrEmpty(osmData) || osmData.Length < 100) + { + Debug.LogError("OSM数据无效,创建测试地图"); + CreateTestMap(); + return; + } + + OSMData parsedData = osmParser.ParseOSMXML(osmData); + CreateMapElements(parsedData); + + Debug.Log("地图生成完成!"); + } + + void CreateMapElements(OSMData data) + { + // 创建地面 + CreateGround(data); + + int totalBuildings = 0; + int generatedBuildings = 0; + int skippedBuildings = 0; + + // 创建各种地图元素 + foreach (var way in data.ways) + { + var points = GetWayPoints(way, data); + + if (way.IsBuilding) + { + totalBuildings++; + + // 放宽建筑生成条件 + if (points.Count >= 3) + { + CreateBuilding(way, points); + generatedBuildings++; + } + else if (points.Count == 2) + { + // 对于只有2个点的建筑,创建简化版本 + CreateSimpleBuilding(way, points); + generatedBuildings++; + } + else + { + Debug.LogWarning($"跳过建筑 {way.id}: 只有 {points.Count} 个点"); + skippedBuildings++; + } + } + else if (way.IsRoad && points.Count >= 2) + { + CreateRoad(way, points); + } + else if (way.IsPark && points.Count >= 3) + { + CreatePark(way, points); + } + else if (way.IsWater && points.Count >= 3) + { + CreateWater(way, points); + } + } + + Debug.Log($"建筑生成统计: 总计{totalBuildings}, 生成{generatedBuildings}, 跳过{skippedBuildings}"); + } + + // 创建简化建筑(用于只有2个点的情况) + void CreateSimpleBuilding(OSMWay way, List points) + { + if (points.Count != 2) return; + + GameObject building = new GameObject($"SimpleBuilding_{way.id}"); + building.transform.SetParent(transform); + + // 计算矩形的四个点 + Vector3 direction = (points[1] - points[0]).normalized; + Vector3 perpendicular = new Vector3(-direction.z, 0, direction.x); // 垂直方向 + + float width = 10f; // 默认宽度 + List footprint = new List + { + points[0] - perpendicular * width * 0.5f, + points[1] - perpendicular * width * 0.5f, + points[1] + perpendicular * width * 0.5f, + points[0] + perpendicular * width * 0.5f + }; + + var meshFilter = building.AddComponent(); + var renderer = building.AddComponent(); + + meshFilter.mesh = CreateBuildingMesh(footprint, buildingHeight); + renderer.material = buildingMaterial; + building.AddComponent(); + + Debug.Log($"创建简化建筑: {way.id} (从{points.Count}个点生成)"); + } + + // 改进的节点获取方法 + List GetWayPoints(OSMWay way, OSMData data) + { + var points = new List(); + var nodeDict = CreateNodeDictionary(data); + + int foundNodes = 0; + foreach (long nodeId in way.nodeRefs) + { + if (nodeDict.ContainsKey(nodeId)) + { + points.Add(nodeDict[nodeId].unityPosition); + foundNodes++; + } + } + + if (foundNodes < way.nodeRefs.Count && way.IsBuilding) + { + Debug.LogWarning($"建筑 {way.id}: 引用 {way.nodeRefs.Count} 个节点,只找到 {foundNodes} 个"); + } + + return points; + } + + Dictionary CreateNodeDictionary(OSMData data) + { + var dict = new Dictionary(); + foreach (var node in data.nodes) + dict[node.id] = node; + return dict; + } + + void CreateGround(OSMData data) + { + if (data.nodes.Count == 0) return; + + GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Plane); + ground.name = "MapGround"; + ground.transform.SetParent(transform); + + Bounds bounds = CalculateBounds(data); + ground.transform.position = new Vector3(bounds.center.x, -0.1f, bounds.center.z); + ground.transform.localScale = new Vector3(bounds.size.x / 10f, 1, bounds.size.z / 10f); + + ground.GetComponent().material = groundMaterial; + } + + void CreateBuilding(OSMWay way, List footprint) + { + GameObject building = new GameObject($"Building_{way.id}"); + building.transform.SetParent(transform); + + var meshFilter = building.AddComponent(); + var renderer = building.AddComponent(); + + meshFilter.mesh = CreateBuildingMesh(footprint, buildingHeight); + renderer.material = buildingMaterial; + building.AddComponent(); + } + + void CreateRoad(OSMWay way, List path) + { + GameObject road = new GameObject($"Road_{way.id}"); + road.transform.SetParent(transform); + + var lineRenderer = road.AddComponent(); + lineRenderer.positionCount = path.Count; + lineRenderer.SetPositions(path.ToArray()); + lineRenderer.startWidth = roadWidth; + lineRenderer.endWidth = roadWidth; + lineRenderer.material = roadMaterial; + lineRenderer.textureMode = LineTextureMode.Tile; + } + + void CreatePark(OSMWay way, List area) + { + GameObject park = new GameObject($"Park_{way.id}"); + park.transform.SetParent(transform); + + var ground = GameObject.CreatePrimitive(PrimitiveType.Plane); + ground.transform.SetParent(park.transform); + ground.name = "ParkGround"; + + Bounds bounds = CalculateBounds(area); + ground.transform.position = bounds.center; + ground.transform.localScale = new Vector3(bounds.size.x / 10f, 1, bounds.size.z / 10f); + ground.GetComponent().material = parkMaterial; + } + + void CreateWater(OSMWay way, List area) + { + GameObject water = new GameObject($"Water_{way.id}"); + water.transform.SetParent(transform); + + var surface = GameObject.CreatePrimitive(PrimitiveType.Plane); + surface.transform.SetParent(water.transform); + surface.name = "WaterSurface"; + + Bounds bounds = CalculateBounds(area); + surface.transform.position = bounds.center + Vector3.up * 0.1f; + surface.transform.localScale = new Vector3(bounds.size.x / 10f, 1, bounds.size.z / 10f); + surface.GetComponent().material = waterMaterial; + } + + Mesh CreateBuildingMesh(List footprint, float height) + { + Mesh mesh = new Mesh(); + var vertices = new List(); + var triangles = new List(); + + int count = footprint.Count; + + // 底面顶点 + vertices.AddRange(footprint); + // 顶面顶点 + foreach (var point in footprint) + vertices.Add(point + Vector3.up * height); + + // 侧面 + for (int i = 0; i < count; i++) + { + int next = (i + 1) % count; + triangles.Add(i); triangles.Add(next); triangles.Add(i + count); + triangles.Add(next); triangles.Add(next + count); triangles.Add(i + count); + } + + // 底面和顶面 + var bottomTris = TriangulatePolygon(footprint, false); + var topTris = TriangulatePolygon(footprint, true); + + triangles.AddRange(bottomTris); + foreach (int tri in topTris) triangles.Add(tri + count); + + mesh.vertices = vertices.ToArray(); + mesh.triangles = triangles.ToArray(); + mesh.RecalculateNormals(); + + return mesh; + } + + List TriangulatePolygon(List vertices, bool clockwise) + { + var triangles = new List(); + if (vertices.Count < 3) return triangles; + + for (int i = 1; i < vertices.Count - 1; i++) + { + if (clockwise) + { + triangles.Add(0); triangles.Add(i); triangles.Add(i + 1); + } + else + { + triangles.Add(0); triangles.Add(i + 1); triangles.Add(i); + } + } + return triangles; + } + + Bounds CalculateBounds(OSMData data) + { + if (data.nodes.Count == 0) return new Bounds(); + + Bounds bounds = new Bounds(data.nodes[0].unityPosition, Vector3.zero); + foreach (var node in data.nodes) + bounds.Encapsulate(node.unityPosition); + return bounds; + } + + Bounds CalculateBounds(List points) + { + if (points.Count == 0) return new Bounds(); + + Bounds bounds = new Bounds(points[0], Vector3.zero); + foreach (var point in points) + bounds.Encapsulate(point); + return bounds; + } + + void CreateTestMap() + { + Debug.Log("创建测试地图..."); + ClearExistingMap(); + + // 创建测试地面 + GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Plane); + ground.name = "TestGround"; + ground.transform.SetParent(transform); + ground.transform.localScale = new Vector3(10, 1, 10); + ground.GetComponent().material = groundMaterial; + + // 创建几个测试建筑 + for (int i = 0; i < 5; i++) + { + var building = GameObject.CreatePrimitive(PrimitiveType.Cube); + building.name = $"TestBuilding_{i}"; + building.transform.SetParent(transform); + building.transform.position = new Vector3(i * 15, 4, 0); + building.transform.localScale = new Vector3(10, 8, 10); + 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System.Collections.Generic; +using UnityEngine; + +[Serializable] +public class OSMData +{ + public List nodes = new List(); + public List ways = new List(); +} + +[Serializable] +public class OSMNode +{ + public long id; + public double lat; + public double lon; + public Vector3 unityPosition; +} + +[Serializable] +public class OSMWay +{ + public long id; + public List nodeRefs = new List(); + public Dictionary tags = new Dictionary(); + + public bool IsBuilding => tags.ContainsKey("building"); + public bool IsRoad => tags.ContainsKey("highway"); + public bool IsPark => tags.ContainsKey("leisure") || (tags.ContainsKey("landuse") && tags["landuse"] == "park"); + public bool IsWater => tags.ContainsKey("waterway") || (tags.ContainsKey("natural") && tags["natural"] == "water"); + public string RoadType => IsRoad ? tags["highway"] : ""; +} \ No newline at end of file diff --git a/Assets/Scripts/Test/AutoMap/OSMDataModels.cs.meta b/Assets/Scripts/Test/AutoMap/OSMDataModels.cs.meta new file mode 100644 index 0000000..4707d06 --- /dev/null +++ b/Assets/Scripts/Test/AutoMap/OSMDataModels.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d65dd88419cb52249a01b061de5fc3ee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Test/AutoMap/OSMParser.cs b/Assets/Scripts/Test/AutoMap/OSMParser.cs new file mode 100644 index 0000000..96f78a5 --- /dev/null +++ b/Assets/Scripts/Test/AutoMap/OSMParser.cs @@ -0,0 +1,263 @@ +// Assets/Scripts/Test/AutoMap/OSMParser.cs +using System.Collections.Generic; +using System.Xml; +using UnityEngine; + +public class OSMParser : MonoBehaviour +{ + [Header("解析设置")] + public bool includeAllWays = true; // 包含所有路径,即使没有标签 + public bool includeRelations = false; // 是否包含关系数据 + + public OSMData ParseOSMXML(string xmlData) + { + OSMData osmData = new OSMData(); + XmlDocument xmlDoc = new XmlDocument(); + + try + { + xmlDoc.LoadXml(xmlData); + ParseNodes(xmlDoc, osmData); + ParseWays(xmlDoc, osmData); + + if (includeRelations) + { + ParseRelations(xmlDoc, osmData); + } + + Debug.Log($"解析完成: {osmData.nodes.Count} 节点, {osmData.ways.Count} 路径"); + + // 分析数据 + AnalyzeParsedData(osmData); + } + catch (System.Exception e) + { + Debug.LogError($"解析OSM数据失败: {e.Message}"); + } + + return osmData; + } + + void ParseNodes(XmlDocument xmlDoc, OSMData osmData) + { + XmlNodeList nodeList = xmlDoc.GetElementsByTagName("node"); + Debug.Log($"找到 {nodeList.Count} 个节点"); + + int parsedCount = 0; + int failedCount = 0; + + foreach (XmlNode node in nodeList) + { + try + { + var osmNode = new OSMNode + { + id = long.Parse(node.Attributes["id"].Value), + lat = double.Parse(node.Attributes["lat"].Value), + lon = double.Parse(node.Attributes["lon"].Value) + }; + + // 解析标签(如果有) + foreach (XmlNode child in node.ChildNodes) + { + if (child.Name == "tag") + { + string key = child.Attributes["k"].Value; + string value = child.Attributes["v"].Value; + // 可以在这里存储节点标签 + } + } + + osmData.nodes.Add(osmNode); + parsedCount++; + } + catch (System.Exception e) + { + Debug.LogWarning($"解析节点失败: {e.Message}"); + failedCount++; + } + } + + Debug.Log($"节点解析: 成功 {parsedCount}, 失败 {failedCount}"); + + if (osmData.nodes.Count > 0) + { + ConvertToUnityCoordinates(osmData); + } + } + + void ParseWays(XmlDocument xmlDoc, OSMData osmData) + { + XmlNodeList wayList = xmlDoc.GetElementsByTagName("way"); + Debug.Log($"找到 {wayList.Count} 条路径"); + + var nodeDict = CreateNodeDictionary(osmData); + int waysAdded = 0; + int waysSkipped = 0; + + foreach (XmlNode way in wayList) + { + try + { + var osmWay = new OSMWay { id = long.Parse(way.Attributes["id"].Value) }; + int validNodeRefs = 0; + + // 处理节点引用 + foreach (XmlNode child in way.ChildNodes) + { + if (child.Name == "nd" && child.Attributes["ref"] != null) + { + long refId = long.Parse(child.Attributes["ref"].Value); + osmWay.nodeRefs.Add(refId); + + if (nodeDict.ContainsKey(refId)) + { + validNodeRefs++; + } + } + else if (child.Name == "tag") + { + string key = child.Attributes["k"].Value; + string value = child.Attributes["v"].Value; + osmWay.tags[key] = value; + } + } + + // 放宽条件:只要有有效节点引用就添加 + bool shouldAdd = false; + + if (includeAllWays) + { + // 包含所有有足够节点的路径 + shouldAdd = validNodeRefs >= 2; + } + else + { + // 只包含有标签的路径 + shouldAdd = osmWay.tags.Count > 0 && validNodeRefs >= 2; + } + + if (shouldAdd) + { + osmData.ways.Add(osmWay); + waysAdded++; + + // 调试信息 + if (osmWay.IsBuilding && validNodeRefs < osmWay.nodeRefs.Count) + { + Debug.LogWarning($"建筑 {osmWay.id}: 引用 {osmWay.nodeRefs.Count} 个节点,找到 {validNodeRefs} 个"); + } + } + else + { + waysSkipped++; + } + } + catch (System.Exception e) + { + Debug.LogWarning($"解析路径失败: {e.Message}"); + } + } + + Debug.Log($"路径解析: 添加 {waysAdded}, 跳过 {waysSkipped}"); + } + + void ParseRelations(XmlDocument xmlDoc, OSMData osmData) + { + // 处理关系数据(如建筑群、复杂结构) + XmlNodeList relationList = xmlDoc.GetElementsByTagName("relation"); + Debug.Log($"找到 {relationList.Count} 个关系"); + + // 这里可以添加关系解析逻辑 + } + + Dictionary CreateNodeDictionary(OSMData data) + { + var dict = new Dictionary(); + foreach (var node in data.nodes) + { + dict[node.id] = node; + } + return dict; + } + + void ConvertToUnityCoordinates(OSMData osmData) + { + if (osmData.nodes.Count == 0) return; + + // 计算所有节点的中心点作为原点 + double minLat = double.MaxValue, maxLat = double.MinValue; + double minLon = double.MaxValue, maxLon = double.MinValue; + + foreach (OSMNode node in osmData.nodes) + { + if (node.lat < minLat) minLat = node.lat; + if (node.lat > maxLat) maxLat = node.lat; + if (node.lon < minLon) minLon = node.lon; + if (node.lon > maxLon) maxLon = node.lon; + } + + double originLat = (minLat + maxLat) / 2; + double originLon = (minLon + maxLon) / 2; + + Debug.Log($"坐标转换原点: ({originLat}, {originLon})"); + Debug.Log($"数据范围: 纬度[{minLat}~{maxLat}], 经度[{minLon}~{maxLon}]"); + + foreach (OSMNode node in osmData.nodes) + { + node.unityPosition = LatLonToUnityPosition(node.lat, node.lon, originLat, originLon); + } + } + + Vector3 LatLonToUnityPosition(double lat, double lon, double originLat, double originLon) + { + float x = (float)((lon - originLon) * 111320 * Mathf.Cos((float)originLat * Mathf.Deg2Rad)); + float z = (float)((lat - originLat) * 110574); + return new Vector3(x, 0, z); + } + + void AnalyzeParsedData(OSMData data) + { + Debug.Log("=== 数据解析分析 ==="); + + int buildingWays = 0; + int roadWays = 0; + int parkWays = 0; + int waterWays = 0; + int otherWays = 0; + + foreach (var way in data.ways) + { + if (way.IsBuilding) buildingWays++; + else if (way.IsRoad) roadWays++; + else if (way.IsPark) parkWays++; + else if (way.IsWater) waterWays++; + else otherWays++; + } + + Debug.Log($"建筑路径: {buildingWays}"); + Debug.Log($"道路路径: {roadWays}"); + Debug.Log($"公园路径: {parkWays}"); + Debug.Log($"水域路径: {waterWays}"); + Debug.Log($"其他路径: {otherWays}"); + + // 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/dev/null +++ b/Assets/Scripts/Test/AutoMap/ResourceManager.cs @@ -0,0 +1,172 @@ +// Assets/Scripts/Test/AutoMap/ResourceManager.cs +using UnityEngine; + +public class ResourceManager +{ + private const string MATERIALS_PATH = "Assets/Scripts/Test/AutoMap/Materials/"; + + public void InitializeResources(AutoMapGenerator generator) + { + // 检查并创建缺失的材质 + if (generator.buildingMaterial == null) + generator.buildingMaterial = GetOrCreateMaterial("BuildingMat", new Color(0.8f, 0.8f, 0.8f)); + + if (generator.roadMaterial == null) + generator.roadMaterial = GetOrCreateMaterial("RoadMat", Color.gray); + + if (generator.parkMaterial == null) + generator.parkMaterial = GetOrCreateMaterial("ParkMat", new Color(0.4f, 0.8f, 0.4f)); + + if (generator.waterMaterial == null) + { + generator.waterMaterial = GetOrCreateMaterial("WaterMat", new Color(0.2f, 0.4f, 0.8f, 0.7f), true); + } + + if (generator.groundMaterial == null) + generator.groundMaterial = GetOrCreateMaterial("GroundMat", new Color(0.6f, 0.6f, 0.5f)); + } + + Material GetOrCreateMaterial(string name, Color color, bool isTransparent = false) + { +#if UNITY_EDITOR + // 首先尝试加载已存在的材质 + string assetPath = MATERIALS_PATH + name + ".mat"; + Material existingMat = UnityEditor.AssetDatabase.LoadAssetAtPath(assetPath); + + if (existingMat != null) + { + Debug.Log($"加载现有材质: {name}"); + return existingMat; + } + + // 创建新材质 + Material mat; + + // 根据是否透明选择URP Shader + if (isTransparent) + { + // URP 透明Shader + Shader urpTransparentShader = Shader.Find("Universal Render Pipeline/Lit"); + if (urpTransparentShader != null) + { + mat = new Material(urpTransparentShader); + mat.SetFloat("_Surface", 1); // 1 = Transparent + mat.SetFloat("_Blend", 0); // 0 = Alpha + mat.SetFloat("_AlphaClip", 0); // 关闭Alpha裁剪 + } + else + { + // 备用方案 + mat = new Material(Shader.Find("Standard")); + mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + mat.SetInt("_ZWrite", 0); + mat.DisableKeyword("_ALPHATEST_ON"); + mat.EnableKeyword("_ALPHABLEND_ON"); + mat.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + mat.renderQueue = 3000; + } + } + else + { + // URP 不透明Shader + Shader urpShader = Shader.Find("Universal Render Pipeline/Lit"); + if (urpShader != null) + { + mat = new Material(urpShader); + } + else + { + // 备用方案 + mat = new Material(Shader.Find("Standard")); + } + } + + mat.name = name; + mat.color = color; + + // 确保目录存在 + string directory = System.IO.Path.GetDirectoryName(assetPath); + if (!System.IO.Directory.Exists(directory)) + { + System.IO.Directory.CreateDirectory(directory); + } + + // 创建材质资产 + UnityEditor.AssetDatabase.CreateAsset(mat, assetPath); + UnityEditor.AssetDatabase.SaveAssets(); + UnityEditor.AssetDatabase.Refresh(); + + Debug.Log($"创建新材质: {name} 在路径: {assetPath}"); + return mat; +#else + // 运行时创建简单材质 + Material runtimeMat = new Material(Shader.Find("Universal Render Pipeline/Lit")); + runtimeMat.name = name; + runtimeMat.color = color; + + if (isTransparent) + { + runtimeMat.SetFloat("_Surface", 1); + runtimeMat.renderQueue = 3000; + } + + Debug.Log($"创建运行时材质: {name}"); + return runtimeMat; +#endif + } + + // 检查材质是否已存在的方法 + public bool CheckMaterialExists(string materialName) + { +#if UNITY_EDITOR + string assetPath = MATERIALS_PATH + materialName + ".mat"; + Material existingMat = UnityEditor.AssetDatabase.LoadAssetAtPath(assetPath); + return existingMat != null; +#else + return false; +#endif + } + + // 获取所有已创建的材质(用于调试) + public void LogExistingMaterials() + { +#if UNITY_EDITOR + Debug.Log("=== 现有材质列表 ==="); + string[] materialPaths = UnityEditor.AssetDatabase.FindAssets("t:Material", new[] { "Assets/Scripts/Test/AutoMap/Materials" }); + + foreach (string guid in materialPaths) + { + string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid); + Material mat = UnityEditor.AssetDatabase.LoadAssetAtPath(path); + if (mat != null) + { + Debug.Log($"材质: {mat.name} - 路径: {path}"); + } + } 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