ui基本完毕,修了一大把的bug
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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[RequireComponent(typeof(MeshFilter))]
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[RequireComponent(typeof(MeshRenderer))]
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[RequireComponent(typeof(Rigidbody))]
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public class Prefracture : MonoBehaviour
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{
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public TriggerOptions triggerOptions;
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public FractureOptions fractureOptions;
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public CallbackOptions callbackOptions;
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public PrefractureOptions prefractureOptions;
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/// <summary>
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/// Collector object that stores the produced fragments
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/// </summary>
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private GameObject fragmentRoot;
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void OnValidate()
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{
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if (this.transform.parent != null)
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{
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// When an object is fractured, the fragments are created as children of that object's parent.
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// Because of this, they inherit the parent transform. If the parent transform is not scaled
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// the same in all axes, the fragments will not be rendered correctly.
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var scale = this.transform.parent.localScale;
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if ((scale.x != scale.y) || (scale.x != scale.z) || (scale.y != scale.z))
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{
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Debug.LogWarning($"Warning: Parent transform of fractured object must be uniformly scaled in all axes or fragments will not render correctly.", this.transform);
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}
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}
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}
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/// <summary>
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/// Compute the fracture and create the fragments
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/// </summary>
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/// <returns></returns>
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[ExecuteInEditMode]
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[ContextMenu("Prefracture")]
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public void ComputeFracture()
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{
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// This method should only be called from the editor during design time
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if (!Application.isEditor || Application.isPlaying) return;
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var mesh = this.GetComponent<MeshFilter>().sharedMesh;
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if (mesh != null)
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{
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// If the fragment root object has not yet been created, create it now
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if (this.fragmentRoot == null)
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{
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// Create a game object to contain the fragments
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this.fragmentRoot = new GameObject($"{this.name}Fragments");
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this.fragmentRoot.transform.SetParent(this.transform.parent);
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// Each fragment will handle its own scale
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this.fragmentRoot.transform.position = this.transform.position;
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this.fragmentRoot.transform.rotation = this.transform.rotation;
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this.fragmentRoot.transform.localScale = Vector3.one;
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}
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var fragmentTemplate = CreateFragmentTemplate();
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Fragmenter.Fracture(this.gameObject,
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this.fractureOptions,
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fragmentTemplate,
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this.fragmentRoot.transform,
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prefractureOptions.saveFragmentsToDisk,
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prefractureOptions.saveLocation);
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// Done with template, destroy it. Since we're in editor, use DestroyImmediate
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GameObject.DestroyImmediate(fragmentTemplate);
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// Deactivate the original object
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this.gameObject.SetActive(false);
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// Fire the completion callback
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if (callbackOptions.onCompleted != null)
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{
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callbackOptions.onCompleted.Invoke();
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}
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}
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}
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/// <summary>
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/// Creates a template object which each fragment will derive from
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/// </summary>
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/// <returns></returns>
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private GameObject CreateFragmentTemplate()
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{
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// If pre-fracturing, make the fragments children of this object so they can easily be unfrozen later.
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// Otherwise, parent to this object's parent
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GameObject obj = new GameObject();
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obj.name = "Fragment";
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obj.tag = this.tag;
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// Update mesh to the new sliced mesh
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obj.AddComponent<MeshFilter>();
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// Add renderer. Default material goes in slot 1, cut material in slot 2
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var meshRenderer = obj.AddComponent<MeshRenderer>();
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meshRenderer.sharedMaterials = new Material[2] {
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this.GetComponent<MeshRenderer>().sharedMaterial,
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this.fractureOptions.insideMaterial
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};
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// Copy collider properties to fragment
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var thisCollider = this.GetComponent<Collider>();
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var fragmentCollider = obj.AddComponent<MeshCollider>();
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fragmentCollider.convex = true;
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fragmentCollider.sharedMaterial = thisCollider.sharedMaterial;
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fragmentCollider.isTrigger = thisCollider.isTrigger;
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// Copy rigid body properties to fragment
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var rigidBody = obj.AddComponent<Rigidbody>();
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// When pre-fracturing, freeze the rigid body so the fragments don't all crash to the ground when the scene starts.
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rigidBody.constraints = RigidbodyConstraints.FreezeAll;
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rigidBody.linearDamping = this.GetComponent<Rigidbody>().linearDamping;
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rigidBody.angularDamping = this.GetComponent<Rigidbody>().angularDamping;
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rigidBody.useGravity = this.GetComponent<Rigidbody>().useGravity;
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var unfreeze = obj.AddComponent<UnfreezeFragment>();
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unfreeze.unfreezeAll = prefractureOptions.unfreezeAll;
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unfreeze.triggerOptions = this.triggerOptions;
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unfreeze.onFractureCompleted = callbackOptions.onCompleted;
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return obj;
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}
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}
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