Bring in plaza props/prefabs, ZhaoYun source GLB, design originals, and Hunyuan/Blender tooling used to produce them. Co-authored-by: Cursor <cursoragent@cursor.com>
36 lines
1.1 KiB
C#
36 lines
1.1 KiB
C#
using System.Text;
|
|
using UnityEngine;
|
|
using UnityEngine.SceneManagement;
|
|
|
|
public static class InspectTownSquare
|
|
{
|
|
public static string Run()
|
|
{
|
|
var sb = new StringBuilder();
|
|
var root = GameObject.Find("TownSquare");
|
|
if (root == null)
|
|
return "no TownSquare";
|
|
foreach (Transform t in root.transform)
|
|
{
|
|
var b = default(Bounds);
|
|
var has = false;
|
|
foreach (var r in t.GetComponentsInChildren<Renderer>())
|
|
{
|
|
if (!has) { b = r.bounds; has = true; }
|
|
else b.Encapsulate(r.bounds);
|
|
}
|
|
var cols = t.GetComponentsInChildren<MeshCollider>().Length;
|
|
sb.AppendFormat(
|
|
"{0} pos={1} euler={2} scale={3} boundsC={4} size={5} meshCol={6}\n",
|
|
t.name,
|
|
t.position,
|
|
t.eulerAngles,
|
|
t.localScale,
|
|
has ? b.center : Vector3.zero,
|
|
has ? b.size : Vector3.zero,
|
|
cols);
|
|
}
|
|
return sb.ToString();
|
|
}
|
|
}
|