using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace SK.Framework
{
///
/// 批量删除场景中的LOD Group组件
/// 删除后只保留最高层次细节的物体
///
public class DeleteLOD
{
[MenuItem("SKFramework/LOD/Delete")]
public static void Execute()
{
//弹出进行删除操作的提醒窗口
bool confirm = EditorUtility.DisplayDialog("提醒", "是否确定删除当前场景中所有的LOD Group组件,只保留最高层次的细节", "确定", "取消");
//点击取消则return
if (!confirm) return;
//弹出窗口 询问是否执行Prefab Unpack操作
bool unpackPrefab = EditorUtility.DisplayDialog("确认", "如果目标物体属于Prefab预制体,执行Prefab Unpack操作还是跳过它?", "Unpack", "Skip");
//获取当前场景中的所有根物体
GameObject[] rootObjs = SceneManager.GetActiveScene().GetRootGameObjects();
//遍历所有根物体
for (int i = 0; i < rootObjs.Length; i++)
{
GameObject rootObj = rootObjs[i];
//在根物体及子物体身上查找所有LOD Group组件
LODGroup[] groups = rootObj.GetComponentsInChildren(true);
//遍历所有LOD Group组件
for (int j = 0; j < groups.Length; j++)
{
LODGroup group = groups[j];
GameObject obj = group.gameObject;
//获取LOD Group中的所有LOD结构
LOD[] lods = group.GetLODs();
if (lods.Length < 2) continue;
//遍历LOD结构 索引从1开始 保留最高层次的细节
for (int l = 1; l < lods.Length; l++)
{
LOD lod = lods[l];
//遍历LOD中的Renderer组件
for (int n = 0; n < lod.renderers.Length; n++)
{
Renderer renderer = lod.renderers[n];
if (renderer == null) continue;
//如果Renderer组件不为空 获取其挂载的物体
GameObject target = renderer.gameObject;
//物体不为空,进行销毁
if (target != null)
{
//如果目标物体属于Prefab预制体
if (PrefabUtility.IsPartOfAnyPrefab(target))
{
if (unpackPrefab)
{
//获取Prefab预制体根级
var prefabRoot = PrefabUtility.GetOutermostPrefabInstanceRoot(target);
//Prefab Unpack Completely
PrefabUtility.UnpackPrefabInstance(prefabRoot, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
}
else continue;
}
//弹出进度条
EditorUtility.DisplayProgressBar("LOD deleting...", $"{rootObj.name}/{obj.name}/{target.name}", (i + 1) / rootObjs.Length);
Object.DestroyImmediate(target);
}
}
}
Debug.Log($"删除{group.name}的LOD Group组件.");
//销毁LOD Group组件
Object.DestroyImmediate(group);
EditorUtility.SetDirty(obj);
}
}
//清除进度条
EditorUtility.ClearProgressBar();
}
}
}