using System.Collections.Generic; using UnityEngine; namespace NGS.MeshFusionPro; public class MeshCombinerSimpleSTD : MeshCombinerBase { private MeshSeparatorSimple _meshSeparator; public MeshCombinerSimpleSTD() { _meshSeparator = new MeshSeparatorSimple(); } protected override void CombineInternal(Mesh mesh, IList infos) { CombineInstance[] array = new CombineInstance[infos.Count + 1]; Mesh mesh2 = Object.Instantiate(mesh); array[0] = CreateCombineInstance(new MeshCombineInfo(mesh2)); for (int i = 0; i < infos.Count; i++) { array[i + 1] = CreateCombineInstance(infos[i]); } mesh.CombineMeshes(array, mergeSubMeshes: true, useMatrices: true, hasLightmapData: true); } private CombineInstance CreateCombineInstance(MeshCombineInfo info) { Mesh mesh = info.mesh; if (mesh.subMeshCount > 1) { mesh = _meshSeparator.GetSubmesh(mesh, info.submeshIndex); } CombineInstance result = default(CombineInstance); result.mesh = mesh; result.subMeshIndex = 0; result.transform = info.transformMatrix; result.lightmapScaleOffset = info.lightmapScaleOffset; result.realtimeLightmapScaleOffset = info.realtimeLightmapScaleOffset; return result; } }