| #if UNITY_EDITOR | 
| using UnityEngine; | 
| using UnityEditor; | 
| using System.Collections; | 
| using System.Collections.Generic; | 
|   | 
| public class PrefabLightmapDataEditor : Editor | 
| { | 
|     // 把renderer上面的lightmap信息保存起来,以便存储到prefab上面 | 
|     [MenuItem("美术工具/烘焙/Save", false, 4)] | 
|     static void SaveLightmapInfo() | 
|     { | 
|         GameObject go = Selection.activeGameObject; | 
|         if (go == null) return; | 
|         PrefabLightmapData data = go.GetComponent<PrefabLightmapData>(); | 
|         if (data == null) { | 
|             data = go.AddComponent<PrefabLightmapData>(); | 
|         } | 
|   | 
|         data.SaveLightmap(); | 
|         EditorUtility.SetDirty(go); | 
|     } | 
|   | 
|     // 把保存的lightmap信息恢复到renderer上面 | 
|     [MenuItem("美术工具/烘焙/Load", false, 4)] | 
|     static void LoadLightmapInfo() | 
|     { | 
|         GameObject go = Selection.activeGameObject; | 
|         if (go == null) return; | 
|   | 
|         PrefabLightmapData data = go.GetComponent<PrefabLightmapData>(); | 
|         if (data == null) return; | 
|   | 
|         data.LoadLightmap(); | 
|         EditorUtility.SetDirty(go); | 
|   | 
|         new GameObject(); | 
|     } | 
|   | 
|     [MenuItem("美术工具/烘焙/Clear", false, 4)] | 
|     static void ClearLightmapInfo() | 
|     { | 
|         GameObject go = Selection.activeGameObject; | 
|         if (go == null) return; | 
|   | 
|         PrefabLightmapData data = go.GetComponent<PrefabLightmapData>(); | 
|         if (data == null) return; | 
|   | 
|         data.m_RendererInfo.Clear(); | 
|         EditorUtility.SetDirty(go); | 
|     } | 
| } | 
|   | 
| #endif |