unity编辑器拓展五——将场景中物体以Obj格式导入max

描述:

  1.在unity中建立一个场景,做完后,有很多需求是将一个完整的场景导入到max里面,这样可以准确的去做行走网格 水面 等各种需要与场景配合的模型

下面这段代码就可以实现unity与max互导

代码如下:

 

using UnityEngine;
using UnityEditor;

using System.IO;
using System.Text;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.SceneManagement;

public class SceneExport : EditorWindow
{
    struct Model
    {
        public Mesh mesh;
        public Material[] materials;
        public Transform transform;
    }

    struct ModelMaterial
    {
        public string name;
        public float cutoff;
        public string texture;
    }

    class MaterialCompare : EqualityComparer<ModelMaterial>
    {
        public override bool Equals(ModelMaterial mtlx, ModelMaterial mtly)
        {
            return string.Compare(mtlx.name, mtly.name) == 0;
        }

        public override int GetHashCode(ModelMaterial mtl)
        {
            return mtl.name.GetHashCode();
        }
    }

    static SceneExport window;

    [MenuItem("Game-X/Scene Exporter", false, 101)]
    public static void Open()
    {
        if (window == null)
        {
            window =
                EditorWindow.GetWindow<SceneExport>(false, "SceneExport", true);
            int initWidth = 300;
            int initHeight = 150;
            int x = (Screen.currentResolution.width - initWidth) / 2;
            int y = (Screen.currentResolution.height - initHeight) / 2;
            window.position = new Rect(x, y, initWidth, initHeight);
        }
    }

    static float unitsScale;
    static bool exportMaterial;

    SceneExport()
    {
        unitsScale = 100f;
        exportMaterial = true;
    }

    Texture icon;

    void Awake()
    {
        if (EditorPrefs.HasKey("SceneExportMaterial"))
            exportMaterial = EditorPrefs.GetBool("SceneExportMaterial");
        else
            exportMaterial = true;

        if (EditorPrefs.HasKey("SceneExportUnitsScale"))
            unitsScale = EditorPrefs.GetFloat("SceneExportUnitsScale");
        else
            unitsScale = 100f;

        icon = 
            AssetDatabase.LoadAssetAtPath(
                "assets/editor/images/sceneExporter.png", typeof(Texture)) as Textu
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