blob: e9aea3bb3874b66cfdef5a5d72a81071a49be478 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
|
using UnityEngine;
using System.Linq;
using System;
public class LightMapSetter : MonoBehaviour
{
public Texture2D[] LightMapNear;
public Texture2D[] LightMapFar;
private LightmapData[] lightMaps;
void Awake()
{
//if (LightMapNear.Length != LightMapFar.Length)
//{
// Debug.Log("In order for LightMapSwitcher to work, the Near and Far LightMap lists must be of equal length");
// return;
//}
// Sort the Day and Night arrays in numerical order, so you can just blindly drag and drop them into the inspector
LightMapNear = LightMapNear.OrderBy(t2d => t2d.name, new NaturalSortComparer<string>()).ToArray();
LightMapFar = LightMapFar.OrderBy(t2d => t2d.name, new NaturalSortComparer<string>()).ToArray();
// Put them in a LightMapData structure
int MaxLightMapLength = Math.Max(LightMapFar.Length, LightMapNear.Length);
if (MaxLightMapLength == 0)
{
lightMaps = null;
return;
}
lightMaps = new LightmapData[MaxLightMapLength];
for (int i = 0; i < MaxLightMapLength; i++)
{
lightMaps[i] = new LightmapData();
lightMaps[i].lightmapDir = (i < LightMapNear.Length ? LightMapNear[i] : null);
lightMaps[i].lightmapColor = (i < LightMapFar.Length ? LightMapFar[i] : null);
}
}
public void SetLightMap()
{
if (lightMaps != null)
LightmapSettings.lightmaps = lightMaps;
}
}
|