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68 行
1.9 KiB

using UnityEngine;
public static class Optimizer
{
public static void ChangeSceneObjState(bool isShow)
{
Transform temp_cont = LuaFramework.LuaHelper.GetPanelManager().GetParent("SceneObjContainer");
Animator[] temp_child = temp_cont.GetComponentsInChildren<Animator>();
for (int i = 0; i < temp_child.Length; i++)
{
temp_child[i].enabled = isShow;
}
SkinnedMeshRenderer[] temp_mesh_child = temp_cont.GetComponentsInChildren<SkinnedMeshRenderer>();
int layer = isShow ? LayerMask.NameToLayer("Default") : LayerMask.NameToLayer("Hide");
for (int i = 0; i < temp_mesh_child.Length; i++)
{
temp_mesh_child[i].gameObject.layer = layer;
}
}
public static void ChangeLayer(Transform trans, string targetLayer)
{
if (LayerMask.NameToLayer(targetLayer) == -1)
{
Debug.Log("Layer中不存在,请手动添加LayerName");
return;
}
        trans.gameObject.layer = LayerMask.NameToLayer(targetLayer);
foreach (Transform child in trans)
{
ChangeLayer(child, targetLayer);
// Debug.Log(child.name + "子对象Layer更改成功!");
}
}
public static void CopyOnPC(string input)
{
TextEditor t = new TextEditor();
t.text = input;
t.OnFocus();
t.Copy();
}
public static MaterialPropertyBlock CreateMatPropertyBlock()
{
MaterialPropertyBlock block = new MaterialPropertyBlock();
return block;
}
public static MaterialPropertyBlock[] CreateMatPropertyBlocks(int len)
{
MaterialPropertyBlock[] blocks = new MaterialPropertyBlock[len];
for (int i = 0; i < len; i++)
{
blocks[i] = new MaterialPropertyBlock();
}
return blocks;
}
public static void SetShaderLodValue(int lod)
{
Shader.globalMaximumLOD = lod;
}
}