模型壓縮
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections.Generic;
//using Babybus.Framework.Serialization;
using System.Text;
public class MoodelCheck
{
[MenuItem("檢查模型/一鍵壓縮模型的mesh")]
static void 一鍵壓縮所有模型的mesh()
{
AssetDatabase.StartAssetEditing();
var assets = new List<string>();
int count = 0;
foreach (var guid in AssetDatabase.FindAssets("t:Model"))
{
var assetPath = AssetDatabase.GUIDToAssetPath(guid);
var textureImporter = AssetImporter.GetAtPath(assetPath) as ModelImporter;
if (textureImporter == null)
continue;
//int maxsize = 0;
//TextureImporterFormat textureImporterFormat;
//string androidPlatform = "Android";
if (textureImporter.meshCompression != ModelImporterMeshCompression.Off)
{
textureImporter.meshCompression = ModelImporterMeshCompression.Off;
textureImporter.SaveAndReimport();
//Debug.Log(assetPath);
count++;
}
}
Debug.Log("壓縮了:" + count + "個模型");
AssetDatabase.StopAssetEditing();
AssetDatabase.Refresh();
}
[MenuItem("檢查模型/選擇文件夾壓縮模型mesh")]
static void 選擇文件夾壓縮模型mesh()
{
if(Selection.objects.Length!=1)
{
Debug.LogError("選擇一個文件夾");
return;
}
string path = AssetDatabase.GetAssetPath(Selection.objects[0]);
if(!Directory.Exists(path))
{
Debug.Log(path);
return;
}
AssetDatabase.StartAssetEditing();
var assets = new List<string>();
int count = 0;
string []filePath = GetFilePath(Selection.objects);
foreach (var guid in AssetDatabase.FindAssets("t:Model", filePath))
{
var assetPath = AssetDatabase.GUIDToAssetPath(guid);
var textureImporter = AssetImporter.GetAtPath(assetPath) as ModelImporter;
if (textureImporter == null)
continue;
//int maxsize = 0;
//TextureImporterFormat textureImporterFormat;
//string androidPlatform = "Android";
if (textureImporter.meshCompression != ModelImporterMeshCompression.Off)
{
textureImporter.meshCompression = ModelImporterMeshCompression.Off;
textureImporter.SaveAndReimport();
count++;
}
}
Debug.Log("壓縮了:" + count + "個模型");
AssetDatabase.StopAssetEditing();
AssetDatabase.Refresh();
}
[MenuItem("檢查模型/去除文件夾內模型的readWrite")]
static void 去除文件夾內模型的()
{
if (Selection.objects.Length != 1)
{
Debug.LogError("選擇一個文件夾");
return;
}
string path = AssetDatabase.GetAssetPath(Selection.objects[0]);
if (!Directory.Exists(path))
{
Debug.Log(path);
return;
}
AssetDatabase.StartAssetEditing();
var assets = new List<string>();
int count = 0;
string[] filePath = GetFilePath(Selection.objects);
foreach (var guid in AssetDatabase.FindAssets("t:Model", filePath))
{
var assetPath = AssetDatabase.GUIDToAssetPath(guid);
var textureImporter = AssetImporter.GetAtPath(assetPath) as ModelImporter;
if (textureImporter == null)
continue;
//int maxsize = 0;
//TextureImporterFormat textureImporterFormat;
//string androidPlatform = "Android";
if (textureImporter.isReadable)
{
textureImporter.isReadable = false;
textureImporter.SaveAndReimport();
count++;
}
}
Debug.Log("壓縮了:" + count + "個模型");
AssetDatabase.StopAssetEditing();
AssetDatabase.Refresh();
}
public static string[] GetFilePath(Object[] targets)
{
var folders = new List<string>();
for (int i = 0; i < targets.Length; i++)
{
string assetPath = AssetDatabase.GetAssetPath(targets[i]);
if (Directory.Exists(assetPath))
folders.Add(assetPath);
}
return folders.ToArray();
}
[MenuItem("檢查模型/一鍵壓縮模型的動畫爲Optimal")]
static void 一鍵壓縮模型的動畫()
{
AssetDatabase.StartAssetEditing();
var assets = new List<string>();
int count = 0;
foreach (var guid in AssetDatabase.FindAssets("t:Model"))
{
var assetPath = AssetDatabase.GUIDToAssetPath(guid);
var textureImporter = AssetImporter.GetAtPath(assetPath) as ModelImporter;
if (textureImporter == null)
continue;
//int maxsize = 0;
//TextureImporterFormat textureImporterFormat;
//string androidPlatform = "Android";
if (textureImporter.animationCompression != ModelImporterAnimationCompression.Optimal)
{
textureImporter.animationCompression = ModelImporterAnimationCompression.Optimal;
textureImporter.SaveAndReimport();
count++;
}
}
Debug.Log("壓縮了:" + count + "個動畫");
AssetDatabase.StopAssetEditing();
AssetDatabase.Refresh();
}
}