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Unity 通用库:紫苑
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0f8f1ac3
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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0f8f1ac3
编写于
3月 06, 2024
作者:
魔术师Dix
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
【DotsRender】增加物件烘培的部分辅助数据结构;
上级
44059aa1
变更
23
隐藏空白更改
内联
并排
Showing
23 changed file
with
791 addition
and
311 deletion
+791
-311
Assets/Aster.DotsRender/Editor/Baker.meta
Assets/Aster.DotsRender/Editor/Baker.meta
+8
-0
Assets/Aster.DotsRender/Editor/Baker/DotsRenderBakerConfig.cs
...ts/Aster.DotsRender/Editor/Baker/DotsRenderBakerConfig.cs
+34
-0
Assets/Aster.DotsRender/Editor/Baker/DotsRenderBakerConfig.cs.meta
...ter.DotsRender/Editor/Baker/DotsRenderBakerConfig.cs.meta
+2
-0
Assets/Aster.DotsRender/Editor/Baker/PartConfigGlobalSetting.cs
.../Aster.DotsRender/Editor/Baker/PartConfigGlobalSetting.cs
+20
-0
Assets/Aster.DotsRender/Editor/Baker/PartConfigGlobalSetting.cs.meta
...r.DotsRender/Editor/Baker/PartConfigGlobalSetting.cs.meta
+2
-0
Assets/Aster.DotsRender/Editor/Baker/PrefabInfo.cs
Assets/Aster.DotsRender/Editor/Baker/PrefabInfo.cs
+107
-0
Assets/Aster.DotsRender/Editor/Baker/PrefabInfo.cs.meta
Assets/Aster.DotsRender/Editor/Baker/PrefabInfo.cs.meta
+2
-0
Assets/Aster.DotsRender/Editor/Baker/PrefabStatisticsErrorInfo.cs
...ster.DotsRender/Editor/Baker/PrefabStatisticsErrorInfo.cs
+45
-0
Assets/Aster.DotsRender/Editor/Baker/PrefabStatisticsErrorInfo.cs.meta
...DotsRender/Editor/Baker/PrefabStatisticsErrorInfo.cs.meta
+2
-0
Assets/Aster.DotsRender/Editor/Baker/PrefabStatisticsInfo.cs
Assets/Aster.DotsRender/Editor/Baker/PrefabStatisticsInfo.cs
+165
-0
Assets/Aster.DotsRender/Editor/Baker/PrefabStatisticsInfo.cs.meta
...ster.DotsRender/Editor/Baker/PrefabStatisticsInfo.cs.meta
+2
-0
Assets/Aster.DotsRender/Editor/Baker/PrefabStatisticsParam.cs
...ts/Aster.DotsRender/Editor/Baker/PrefabStatisticsParam.cs
+37
-0
Assets/Aster.DotsRender/Editor/Baker/PrefabStatisticsParam.cs.meta
...ter.DotsRender/Editor/Baker/PrefabStatisticsParam.cs.meta
+2
-0
Assets/Aster/ECS/AsterEcsUtils.cs
Assets/Aster/ECS/AsterEcsUtils.cs
+9
-1
Assets/GameRes.meta
Assets/GameRes.meta
+8
-0
Assets/GameRes/Config.meta
Assets/GameRes/Config.meta
+8
-0
Assets/GameRes/Config/DotsRenderBakerConfig.asset
Assets/GameRes/Config/DotsRenderBakerConfig.asset
+14
-0
Assets/GameRes/Config/DotsRenderBakerConfig.asset.meta
Assets/GameRes/Config/DotsRenderBakerConfig.asset.meta
+8
-0
Assets/Sample/Aster.Sample.asmdef
Assets/Sample/Aster.Sample.asmdef
+3
-2
Assets/Sample/Baking/SampleBaker.cs
Assets/Sample/Baking/SampleBaker.cs
+4
-1
Assets/Sample/SampleComponent.cs
Assets/Sample/SampleComponent.cs
+8
-0
Assets/Scenes/SampleScene.unity
Assets/Scenes/SampleScene.unity
+297
-11
Assets/Scenes/SampleScene/EntitesScene.unity
Assets/Scenes/SampleScene/EntitesScene.unity
+4
-296
未找到文件。
Assets/Aster.DotsRender/Editor/Baker.meta
0 → 100644
浏览文件 @
0f8f1ac3
fileFormatVersion: 2
guid: 5667d439281d08b4bb4413c7d4b828a4
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/Aster.DotsRender/Editor/Baker/DotsRenderBakerConfig.cs
0 → 100644
浏览文件 @
0f8f1ac3
/*
*Copyright(C) 2024 by Chief All rights reserved.
*Unity版本:2023.2.5f1c1
*作者:Chief
*创建日期: 2024-03-06
*模块说明:Ecs通用模块-渲染部分编辑器工具
*版本: 1.0
*/
using
Sirenix.OdinInspector
;
using
System.Collections.Generic
;
using
UnityEngine
;
namespace
Aster.DotsRenderEditor
{
/// <summary>
/// 烘培配置
/// </summary>
[
CreateAssetMenu
(
fileName
=
"DotsRenderBakerConfig"
,
menuName
=
"Aster/DotsRender烘培配置"
,
order
=
1
)]
public
class
DotsRenderBakerConfig
:
ScriptableObject
{
[
LabelText
(
"目标预制"
)]
[
AssetsOnly
]
public
List
<
GameObject
>
ListPrefabs
=
new
List
<
GameObject
>();
[
Button
(
"开始烘焙"
,
ButtonSizes
.
Medium
)]
public
void
StartBake
()
{
}
}
}
\ No newline at end of file
Assets/Aster.DotsRender/Editor/Baker/DotsRenderBakerConfig.cs.meta
0 → 100644
浏览文件 @
0f8f1ac3
fileFormatVersion: 2
guid: 9d624566c8f3ca64baee59b31428d9db
\ No newline at end of file
Assets/Aster.DotsRender/Editor/Baker/PartConfigGlobalSetting.cs
0 → 100644
浏览文件 @
0f8f1ac3
/*
*Copyright(C) 2024 by Chief All rights reserved.
*Unity版本:2023.2.5f1c1
*作者:Chief
*创建日期: 2024-03-06
*模块说明:Ecs通用模块-渲染部分编辑器工具
*版本: 1.0
*/
namespace
Aster.DotsRenderEditor
{
/// <summary>
///
/// </summary>
public
class
PartConfigGlobalSetting
{
}
}
Assets/Aster.DotsRender/Editor/Baker/PartConfigGlobalSetting.cs.meta
0 → 100644
浏览文件 @
0f8f1ac3
fileFormatVersion: 2
guid: 777d24f67bf11c34e9911e802b197aa4
\ No newline at end of file
Assets/Aster.DotsRender/Editor/Baker/PrefabInfo.cs
0 → 100644
浏览文件 @
0f8f1ac3
/*
*Copyright(C) 2024 by Chief All rights reserved.
*Unity版本:2023.2.5f1c1
*作者:Chief
*创建日期: 2024-03-06
*模块说明:Ecs通用模块-渲染部分编辑器工具
*版本: 1.0
*/
using
Unity.Mathematics
;
using
UnityEngine
;
namespace
Aster.DotsRenderEditor
{
public
struct
PrefabInfo
{
public
float3
Position
;
public
quaternion
Rotation
;
public
float3
Scale
;
//以下是Render的信息
public
MeshRenderer
Renderer
;
public
string
Name
;
public
string
HierarchyName
;
public
int
Layer
;
public
GameObject
gameObject
;
public
Transform
transform
;
public
void
SetRender
(
MeshRenderer
render
)
{
Renderer
=
render
;
HierarchyName
=
render
.
transform
.
GetHierarchyName
();
SharedMaterialsCount
=
render
.
sharedMaterials
.
Length
;
gameObject
=
render
.
gameObject
;
transform
=
render
.
transform
;
Layer
=
render
.
gameObject
.
layer
;
Name
=
render
.
gameObject
.
name
;
SetMesh
(
render
.
GetComponent
<
MeshFilter
>().
sharedMesh
);
SetMaterial
(
render
.
sharedMaterial
);
SetLods
(
render
.
GetComponentInParent
<
LODGroup
>(
true
));
}
//网格
public
Mesh
SharedMesh
;
public
int
SubMeshCount
;
public
string
MeshName
;
public
void
SetMesh
(
Mesh
mesh
)
{
if
(
mesh
==
null
)
return
;
SharedMesh
=
mesh
;
SubMeshCount
=
mesh
.
subMeshCount
;
MeshName
=
mesh
.
name
;
}
//材质球
public
Material
SharedMaterial
;
public
int
SharedMaterialsCount
;
public
bool
EnableInstancing
;
public
string
MaterialName
;
public
void
SetMaterial
(
Material
mat
)
{
if
(
mat
==
null
)
return
;
SharedMaterial
=
mat
;
EnableInstancing
=
mat
.
enableInstancing
;
MaterialName
=
mat
.
name
;
}
//LODGroup
public
LODGroup
lodGroup
;
public
LOD
[]
Lods
;
public
bool
IsLod0Mesh
;
public
void
SetLods
(
LODGroup
group
)
{
lodGroup
=
group
;
if
(
group
==
null
)
return
;
Lods
=
group
.
GetLODs
();
var
r
=
GetLod0MeshRender
(
Lods
);
if
(
r
==
null
)
return
;
var
lodMeshFliter
=
r
.
GetComponent
<
MeshFilter
>();
var
lodMesh
=
lodMeshFliter
.
sharedMesh
;
IsLod0Mesh
=
lodMesh
==
SharedMesh
&&
SharedMaterial
==
r
.
sharedMaterial
;
}
public
static
MeshRenderer
GetLod0MeshRender
(
LOD
[]
Lods
)
{
if
(
Lods
==
null
||
Lods
.
Length
==
0
)
return
null
;
var
renders
=
Lods
[
0
].
renderers
;
if
(
renders
==
null
||
renders
.
Length
==
0
)
return
null
;
return
renders
[
0
]
as
MeshRenderer
;
}
}
}
Assets/Aster.DotsRender/Editor/Baker/PrefabInfo.cs.meta
0 → 100644
浏览文件 @
0f8f1ac3
fileFormatVersion: 2
guid: b46a24d0c4d10e04d8f55909db0b730c
\ No newline at end of file
Assets/Aster.DotsRender/Editor/Baker/PrefabStatisticsErrorInfo.cs
0 → 100644
浏览文件 @
0f8f1ac3
/*
*Copyright(C) 2024 by Chief All rights reserved.
*Unity版本:2023.2.5f1c1
*作者:Chief
*创建日期: 2024-03-06
*模块说明:Ecs通用模块-渲染部分编辑器工具
*版本: 1.0
*/
using
Sirenix.OdinInspector
;
using
System
;
using
UnityEngine
;
namespace
Aster.DotsRenderEditor
{
/// <summary>
/// 错误信息
/// </summary>
[
Serializable
]
public
class
PrefabStatisticsErrorInfo
{
[
HideLabel
]
[
VerticalGroup
(
"模型"
)]
public
GameObject
ErrorTarget
;
[
DisplayAsString
]
[
HideLabel
]
[
VerticalGroup
(
"错误信息"
)]
public
string
ErrorMessage
;
[
DisplayAsString
]
[
HideLabel
]
[
VerticalGroup
(
"路径"
)]
public
string
Path
;
public
PrefabStatisticsErrorInfo
(
GameObject
errorTarget
,
string
error
,
string
path
)
{
ErrorTarget
=
errorTarget
;
ErrorMessage
=
error
;
Path
=
path
;
}
}
}
Assets/Aster.DotsRender/Editor/Baker/PrefabStatisticsErrorInfo.cs.meta
0 → 100644
浏览文件 @
0f8f1ac3
fileFormatVersion: 2
guid: 7c714e10fc3d61e44af7a192193353dc
\ No newline at end of file
Assets/Aster.DotsRender/Editor/Baker/PrefabStatisticsInfo.cs
0 → 100644
浏览文件 @
0f8f1ac3
/*
*Copyright(C) 2024 by Chief All rights reserved.
*Unity版本:2023.2.5f1c1
*作者:Chief
*创建日期: 2024-03-06
*模块说明:Ecs通用模块-渲染部分编辑器工具
*版本: 1.0
*/
using
Sirenix.OdinInspector
;
using
System
;
using
System.Collections.Generic
;
using
System.Threading.Tasks
;
using
Unity.Mathematics
;
using
UnityEngine
;
namespace
Aster.DotsRenderEditor
{
/// <summary>
/// 预制统计信息
/// </summary>
[
Serializable
]
public
class
PrefabStatisticsInfo
{
[
HideInInspector
]
public
Transform
Trans
;
[
DisplayAsString
]
[
HideLabel
]
[
VerticalGroup
(
"Key"
)]
[
PropertyOrder
(
0
)]
public
string
UniqueKey
;
[
HideLabel
]
[
VerticalGroup
(
"网格"
)]
[
PropertyOrder
(
1
)]
public
Mesh
mesh
;
[
HideLabel
]
[
ShowInInspector
]
[
DisplayAsString
]
[
VerticalGroup
(
"网格顶点数"
)]
[
PropertyOrder
(
1
)]
public
int
MeshVertexCount
{
get
{
return
mesh
==
null
?
0
:
mesh
.
vertexCount
;
}
set
{
}
}
[
HideLabel
]
[
VerticalGroup
(
"材质球"
)]
[
PropertyOrder
(
2
)]
public
Material
material
;
[
DisplayAsString
]
[
HideLabel
,
ShowInInspector
]
[
VerticalGroup
(
"引用计数"
)]
[
PropertyOrder
(
3
)]
public
int
RefrenceCount
=>
RefrenceTargets
.
Count
;
[
HideLabel
]
[
VerticalGroup
(
"缩放边界"
)]
[
PropertyOrder
(
2
)]
[
DisplayAsString
]
[
ShowInInspector
]
public
string
ScaleMinMaxStr
{
get
{
return
$"
{
ScaleMinMax
.
x
}
=>
{
ScaleMinMax
.
y
}
"
;
}
set
{
}
}
[
HideLabel
]
[
VerticalGroup
(
"网格尺寸"
)]
[
PropertyOrder
(
2
)]
[
DisplayAsString
,
ShowInInspector
]
public
float
MeshBounds
{
get
{
if
(
mesh
==
null
)
return
0
;
return
mesh
.
bounds
.
extents
.
magnitude
;
}
set
{
}
}
[
HideLabel
]
[
VerticalGroup
(
"推荐缩放精度"
)]
[
PropertyOrder
(
2
)]
[
DisplayAsString
,
ShowInInspector
]
public
float
SuggestScalePrecision
{
get
{
return
1.0f
/
MeshBounds
;
}
set
{
}
}
[
HideInInspector
]
public
Vector2
ScaleMinMax
=
new
Vector2
(
float
.
MaxValue
,
float
.
MinValue
);
/// <summary>
/// 缓存引用的对象;
/// </summary>
[
HideInInspector
]
public
List
<
PrefabInfo
>
RefrenceTargets
=
new
List
<
PrefabInfo
>(
2048
);
public
void
AddRefrenceTarget
(
PrefabInfo
target
)
{
//if (RefrenceTargets.Contains(target))
// return;耗时非常严重,先不判定 Contains
RefrenceTargets
.
Add
(
target
);
float3
scale
=
target
.
Scale
;
float
scaleMin
=
math
.
min
(
math
.
min
(
scale
.
x
,
scale
.
y
),
scale
.
z
);
float
scaleMax
=
math
.
max
(
math
.
max
(
scale
.
x
,
scale
.
y
),
scale
.
z
);
ScaleMinMax
.
x
=
math
.
min
(
ScaleMinMax
.
x
,
scaleMin
);
ScaleMinMax
.
y
=
math
.
max
(
ScaleMinMax
.
y
,
scaleMax
);
}
public
bool
HasSameTransform
(
PrefabInfo
target
)
{
bool
hasSameTrasform
=
false
;
Parallel
.
ForEach
(
RefrenceTargets
,
(
info
,
loopState
)
=>
{
if
(
math
.
any
(
info
.
Position
!=
target
.
Position
))
return
;
if
(
math
.
any
(
info
.
Rotation
.
value
!=
target
.
Rotation
.
value
))
return
;
if
(
math
.
any
(
info
.
Scale
!=
target
.
Scale
))
return
;
hasSameTrasform
=
true
;
loopState
.
Break
();
});
return
hasSameTrasform
;
}
public
void
CopyToParent
(
Transform
parent
)
{
foreach
(
var
item
in
RefrenceTargets
)
{
var
newObj
=
UnityEngine
.
Object
.
Instantiate
(
item
.
Renderer
.
gameObject
,
parent
,
true
);
newObj
.
name
=
UniqueKey
;
newObj
.
transform
.
localPosition
=
item
.
Position
;
newObj
.
transform
.
localRotation
=
item
.
Rotation
;
newObj
.
transform
.
localScale
=
item
.
Scale
;
var
count
=
newObj
.
transform
.
childCount
;
for
(
int
i
=
count
-
1
;
i
>=
0
;
i
--)
{
var
child
=
newObj
.
transform
.
GetChild
(
i
);
child
.
gameObject
.
Destory
();
}
}
}
}
}
Assets/Aster.DotsRender/Editor/Baker/PrefabStatisticsInfo.cs.meta
0 → 100644
浏览文件 @
0f8f1ac3
fileFormatVersion: 2
guid: 9fef1338572f33744bc4d4952253c69b
\ No newline at end of file
Assets/Aster.DotsRender/Editor/Baker/PrefabStatisticsParam.cs
0 → 100644
浏览文件 @
0f8f1ac3
/*
*Copyright(C) 2024 by Chief All rights reserved.
*Unity版本:2023.2.5f1c1
*作者:Chief
*创建日期: 2024-03-06
*模块说明:Ecs通用模块-渲染部分编辑器工具
*版本: 1.0
*/
using
System.Collections.Generic
;
using
UnityEngine
;
namespace
Aster.DotsRenderEditor
{
/// <summary>
/// 预制统计所需参数
/// </summary>
public
class
PrefabStatisticsParam
{
public
List
<
PrefabStatisticsInfo
>
ListRenderInfoStatistics
;
public
List
<
PrefabStatisticsErrorInfo
>
ListErrorPrefab
;
public
List
<
LODGroup
>
ListLodGroups
;
public
Transform
transform
;
//需要排除的层级,模型属于这个层级时则跳过统计
public
LayerMask
ExcludeLayer
=
-
1
;
//错误的层级,模型属于这个层级这报出错误;
public
LayerMask
ErrorLayer
=
-
1
;
/// <summary>
/// 根节点位置
/// </summary>
public
Vector3
RootPosition
;
public
PartConfigGlobalSetting
PartGlobalSetting
;
}
}
\ No newline at end of file
Assets/Aster.DotsRender/Editor/Baker/PrefabStatisticsParam.cs.meta
0 → 100644
浏览文件 @
0f8f1ac3
fileFormatVersion: 2
guid: fcd4429d58654df4784b916786f34249
\ No newline at end of file
Assets/Aster/ECS/AsterEcsUtils.cs
浏览文件 @
0f8f1ac3
...
...
@@ -11,7 +11,10 @@ using Unity.Collections;
using
Unity.Collections.LowLevel.Unsafe
;
using
Unity.Entities
;
using
Unity.Mathematics
;
using
Unity.Transforms
;
using
Unity.VisualScripting.YamlDotNet.Core
;
using
UnityEngine
;
using
UnityEngine.Jobs
;
namespace
Aster.ECS
{
...
...
@@ -202,5 +205,10 @@ namespace Aster.ECS
#
endregion
#
region
对
Mono
Transform
进行对接
#
endregion
}
}
}
\ No newline at end of file
Assets/GameRes.meta
0 → 100644
浏览文件 @
0f8f1ac3
fileFormatVersion: 2
guid: 13e4b7c171282f64e94b9bdef83ad0f6
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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...
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"rootNamespace": "",
"references": [
"Aster.Common",
"Unity.Jobs",
"Unity.Collections",
"Unity.Mathematics",
"Unity.Entities",
"Unity.Burst",
"Unity.Entities.Hybrid"
"Unity.Entities.Hybrid",
"Unity.Transforms",
"Unity.Transforms.Hybrid"
],
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"excludePlatforms": [],
...
...
Assets/Sample/Baking/SampleBaker.cs
浏览文件 @
0f8f1ac3
...
...
@@ -18,7 +18,10 @@ namespace Aster.Sample
{
public
override
void
Bake
(
SampleBakerAuthoring
authoring
)
{
AddComponent
(
new
ASampleData_ID
(
authoring
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GetIndex
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AddComponent
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{
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=
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=
2
});
}
}
...
...
Assets/Sample/SampleComponent.cs
浏览文件 @
0f8f1ac3
...
...
@@ -9,6 +9,7 @@
using
Unity.Entities
;
using
Unity.Mathematics
;
using
UnityEngine
;
namespace
Aster.Sample
{
...
...
@@ -20,4 +21,11 @@ namespace Aster.Sample
public
ASampleData_ID
(
int
aId
)
{
ID
=
aId
;
}
}
public
struct
SpawnerData
:
IComponentData
{
public
float
SpawnRate
;
public
Entity
gameObject
;
}
}
\ No newline at end of file
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