TreeModelReplacer.cs 5.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157
  1. using UnityEngine;
  2. using UnityEditor;
  3. using System.IO;
  4. public class TreeModelReplacer : MonoBehaviour
  5. {
  6. [Header("树木模型替换配置")]
  7. [SerializeField] private GameObject[] availableTreeModels;
  8. [SerializeField] private string stageItemPrefabPath = "Assets/GAME/Prefabs/Stages/Stage_Item.prefab";
  9. [Header("替换设置")]
  10. [SerializeField] private bool replacePineTrees = true;
  11. [SerializeField] private bool replaceRocks = false;
  12. [SerializeField] private bool replaceHerbs = false;
  13. [SerializeField] private float scaleMultiplier = 1.0f;
  14. [ContextMenu("替换树木模型")]
  15. public void ReplaceTreeModels()
  16. {
  17. #if UNITY_EDITOR
  18. // 备份原始Prefab
  19. string backupPath = stageItemPrefabPath.Replace(".prefab", "_backup.prefab");
  20. if (!File.Exists(backupPath))
  21. {
  22. File.Copy(stageItemPrefabPath, backupPath);
  23. Debug.Log($"已备份原始Prefab到: {backupPath}");
  24. }
  25. // 加载Stage_Item Prefab
  26. GameObject stageItemPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(stageItemPrefabPath);
  27. if (stageItemPrefab == null)
  28. {
  29. Debug.LogError($"无法加载Prefab: {stageItemPrefabPath}");
  30. return;
  31. }
  32. // 查找并替换树木模型
  33. Transform[] allChildren = stageItemPrefab.GetComponentsInChildren<Transform>();
  34. foreach (Transform child in allChildren)
  35. {
  36. if (child.name.Contains("Pine") && replacePineTrees)
  37. {
  38. ReplaceModel(child, "Tree");
  39. }
  40. else if (child.name.Contains("Rock") && replaceRocks)
  41. {
  42. ReplaceModel(child, "Rock");
  43. }
  44. else if (child.name.Contains("Herb") && replaceHerbs)
  45. {
  46. ReplaceModel(child, "Flower");
  47. }
  48. }
  49. // 保存修改
  50. EditorUtility.SetDirty(stageItemPrefab);
  51. AssetDatabase.SaveAssets();
  52. AssetDatabase.Refresh();
  53. Debug.Log("树木模型替换完成!");
  54. #endif
  55. }
  56. private void ReplaceModel(Transform targetTransform, string modelType)
  57. {
  58. #if UNITY_EDITOR
  59. // 获取MeshFilter和MeshRenderer
  60. MeshFilter meshFilter = targetTransform.GetComponent<MeshFilter>();
  61. MeshRenderer meshRenderer = targetTransform.GetComponent<MeshRenderer>();
  62. if (meshFilter == null || meshRenderer == null)
  63. {
  64. Debug.LogWarning($"对象 {targetTransform.name} 缺少MeshFilter或MeshRenderer组件");
  65. return;
  66. }
  67. // 根据类型选择新模型
  68. GameObject newModel = null;
  69. switch (modelType)
  70. {
  71. case "Tree":
  72. if (availableTreeModels.Length > 0)
  73. {
  74. newModel = availableTreeModels[Random.Range(0, availableTreeModels.Length)];
  75. }
  76. break;
  77. case "Rock":
  78. newModel = Resources.Load<GameObject>("Props/Rock_1");
  79. break;
  80. case "Flower":
  81. newModel = Resources.Load<GameObject>("Props/Flower");
  82. break;
  83. }
  84. if (newModel == null)
  85. {
  86. Debug.LogWarning($"未找到 {modelType} 类型的模型");
  87. return;
  88. }
  89. // 获取新模型的Mesh和Material
  90. MeshFilter newMeshFilter = newModel.GetComponent<MeshFilter>();
  91. MeshRenderer newMeshRenderer = newModel.GetComponent<MeshRenderer>();
  92. if (newMeshFilter != null && newMeshRenderer != null)
  93. {
  94. // 替换Mesh
  95. meshFilter.mesh = newMeshFilter.sharedMesh;
  96. // 替换Material
  97. if (newMeshRenderer.sharedMaterials.Length > 0)
  98. {
  99. meshRenderer.materials = newMeshRenderer.sharedMaterials;
  100. }
  101. // 调整缩放
  102. targetTransform.localScale *= scaleMultiplier;
  103. Debug.Log($"已替换 {targetTransform.name} 为 {newModel.name}");
  104. }
  105. #endif
  106. }
  107. [ContextMenu("恢复原始模型")]
  108. public void RestoreOriginalModels()
  109. {
  110. #if UNITY_EDITOR
  111. string backupPath = stageItemPrefabPath.Replace(".prefab", "_backup.prefab");
  112. if (File.Exists(backupPath))
  113. {
  114. File.Copy(backupPath, stageItemPrefabPath, true);
  115. AssetDatabase.Refresh();
  116. Debug.Log("已恢复原始模型");
  117. }
  118. else
  119. {
  120. Debug.LogError("未找到备份文件");
  121. }
  122. #endif
  123. }
  124. [ContextMenu("预览可用树木模型")]
  125. public void PreviewAvailableTrees()
  126. {
  127. #if UNITY_EDITOR
  128. Debug.Log("=== 可用的树木模型 ===");
  129. foreach (GameObject tree in availableTreeModels)
  130. {
  131. if (tree != null)
  132. {
  133. Debug.Log($"- {tree.name}");
  134. }
  135. }
  136. #endif
  137. }
  138. }