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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<MeshCombineInfo> 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;
	}
}