using System.Collections.Generic; using UnityEngine; namespace UniGLTF.MeshUtility { public class MeshExclude { List _excludes = new List(); public MeshExclude(IEnumerable excludes) { if (excludes != null) { _excludes.AddRange(excludes); } } public bool IsExcluded(SkinnedMeshRenderer smr) { if (smr == null) { return true; } if (smr.sharedMesh == null) { return true; } if (_excludes.Contains(smr.sharedMesh)) { Debug.LogFormat("{0} has excluded", smr); return true; } return false; } public bool IsExcluded(MeshRenderer mr) { if (mr == null) { return true; } var filter = mr.GetComponent(); if (filter == null) { return true; } if (filter.sharedMesh == null) { return true; } if (_excludes.Contains(filter.sharedMesh)) { Debug.LogFormat("{0} has excluded", mr); return true; } return false; } } }