public void CombineObject(GameObject skeleton, SkinnedMeshRenderer[] meshes, bool combine = false)
{
List<Transform> transforms = new List<Transform>();
transforms.AddRange(skeleton.GetComponentsInChildren<Transform>(true));
List<Material> materials = new List<Material>();
List<CombineInstance> combineInstances = new List<CombineInstance>();
List<Transform> bones = new List<Transform>();
List<Vector2[]> oldUV = null;
Material newMaterial = null;
Texture2D newDiffuseTex = null;
for (int i = 0; i < meshes.Length; i++)
{
SkinnedMeshRenderer smr = meshes[i];
materials.AddRange(smr.materials);
for (int sub = 0; sub < smr.sharedMesh.subMeshCount; sub++)
{
CombineInstance ci = new CombineInstance();
ci.mesh = smr.sharedMesh;
ci.subMeshIndex = sub;
combineInstances.Add(ci);
}
for (int j = 0; j < smr.bones.Length; j++)
{
int tBase = 0;
for (tBase = 0; tBase < transforms.Count; tBase++)
{
if (smr.bones[j].name.Equals(transforms[tBase].name))
{
bones.Add(transforms[tBase]);
break;
}
}
}
}
if (combine)
{
newMaterial = new Material(Shader.Find("Diffuse"));
oldUV = new List<Vector2[]>();
List<Texture2D> Textures = new List<Texture2D>();
for (int i = 0; i < materials.Count; i++)
{
Textures.Add(materials[i].GetTexture(COMBINE_DIFFUSE_TEXTURE) as Texture2D);
}
newDiffuseTex = new Texture2D(COMBINE_TEXTURE_MAX, COMBINE_TEXTURE_MAX, TextureFormat.RGBA32, true);
Rect[] uvs = newDiffuseTex.PackTextures(Textures.ToArray(), 0);
newMaterial.mainTexture = newDiffuseTex;
Vector2[] uva, uvb;
for (int j = 0; j < combineInstances.Count; j++)
{
uva = (Vector2[])(combineInstances[j].mesh.uv);
uvb = new Vector2[uva.Length];
for (int k = 0; k < uva.Length; k++)
{
uvb[k] = new Vector2((uva[k].x * uvs[j].width) + uvs[j].x, (uva[k].y * uvs[j].height) + uvs[j].y);
}
oldUV.Add(combineInstances[j].mesh.uv);
combineInstances[j].mesh.uv = uvb;
}
}
var gameObject = new GameObject("Model");
gameObject.transform.parent = transform;
SkinnedMeshRenderer r = gameObject.AddComponent<SkinnedMeshRenderer>();
r.sharedMesh = new Mesh();
r.sharedMesh.CombineMeshes(combineInstances.ToArray(), isOnemes, false);
r.bones = bones.ToArray();
if (combine)
{
r.material = newMaterial;
for (int i = 0; i < combineInstances.Count; i++)
{
combineInstances[i].mesh.uv = oldUV[i];
}
}
else
{
r.materials = materials.ToArray();
}
}