mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-26 14:00:17 +00:00
134 lines
4.4 KiB
C#
134 lines
4.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using System.Linq;
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using UnityEditor;
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using SanAndreasUnity.Utilities;
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using UnityEngine.AI;
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using SanAndreasUnity.Behaviours.World;
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using SanAndreasUnity.Behaviours;
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using UnityEditor.SceneManagement;
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namespace SanAndreasUnity.Editor
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{
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public static class NavMeshGeneratorCommandLine
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{
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private static void Run()
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{
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string[] args = Environment.GetCommandLineArgs();
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// we need to check this before starting coroutine, or otherwise Editor may exit
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if (args.Contains("-quit"))
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{
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throw new ArgumentException("Nav mesh generation from command line can not be used with '-quit' argument. " +
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"Remove the argument, and Editor will be closed when nav mesh generation is finished.");
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}
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CoroutineManager.Start(RunCoroutine(), null, OnFinishWithError);
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}
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private static IEnumerator RunCoroutine()
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{
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yield return null;
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Debug.Log("Started nav mesh generation ...");
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// skip loading models and textures
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Config.SetString("loadStaticRenderModels", false.ToString());
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Config.SetString("dontLoadTextures", true.ToString());
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// open startup scene
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EditorSceneManager.OpenScene(EditorBuildSettings.scenes[0].path, OpenSceneMode.Single);
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yield return null;
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yield return null;
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// load game data
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Loader.StartLoading();
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while (Loader.IsLoading)
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yield return null;
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if (!Loader.HasLoaded)
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throw new Exception("Loader did not finish successfully");
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// use AssetExporter to load game collision
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var assetExporter = new AssetExporter
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{
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ExportPrefabs = false,
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ExportRenderMeshes = false,
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ExportTextures = false,
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ExportMaterials = false,
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ExportCollisionMeshes = false,
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IsSilentMode = true
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};
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assetExporter.Export(AssetExporter.ExportType.FromGameFiles);
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while (assetExporter.IsRunning)
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{
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yield return null;
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}
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if (!assetExporter.FinishedSuccessfully)
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throw new Exception("Asset exporter did not finish successfully");
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yield return null;
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// we need to create collision for water
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Cell.Singleton.Water.CreateCollisionObjects = true;
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Cell.Singleton.Water.Initialize(Cell.Singleton.WorldSize * Vector2.one);
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yield return null;
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// if specified, disable objects out of given radius
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if (CmdLineUtils.TryGetUshortArgument("navMeshGenerationObjectsIncludeRadius", out ushort objectsRadius))
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DisableObjectsOutOfRadius(objectsRadius);
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// now fire up NavMeshGenerator
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var navMeshGenerator = new NavMeshGenerator(null);
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navMeshGenerator.LogProgressPeriodically = true;
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var navMeshBuildSettings = NavMesh.GetSettingsByID(0);
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navMeshBuildSettings.maxJobWorkers = CmdLineUtils.TryGetUshortArgument("navMeshGenerationMaxJobWorkers", out ushort maxJobWorkers) ? maxJobWorkers : (uint)2;
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navMeshGenerator.Generate(navMeshBuildSettings, true);
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while (navMeshGenerator.IsRunning)
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{
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yield return null;
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}
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if (!navMeshGenerator.FinishedSuccessfully)
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throw new Exception("Nav mesh generator did not finish successfully");
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yield return null;
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navMeshGenerator.SaveNavMesh("Assets/GeneratedNavMeshFromCommandLine.asset");
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Debug.Log("Finished generation of nav mesh from command line");
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yield return null;
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yield return null;
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EditorApplication.Exit(0);
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}
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static void OnFinishWithError(Exception exception)
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{
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EditorApplication.Exit(1);
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}
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static void DisableObjectsOutOfRadius(ushort radius)
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{
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Cell.Singleton.gameObject.GetFirstLevelChildrenSingleComponent<MapObject>().ForEach(mapObject =>
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{
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if (mapObject.transform.Distance(Vector3.zero) > radius)
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mapObject.gameObject.SetActive(false);
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});
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}
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}
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}
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