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using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using UnityMeshSimplifier; // Pastikan folder plugin ini ada di Assets

public class TestBuilder
{
    public static void ManualConvert()
    {
        try
        {
            // 1. PAKSA 4 WORKER (Agar tidak menggunakan 16 thread CPU)
            Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobWorkerCount = 4;
            Debug.Log($"⚙️ [CLI] Job Worker Count diset ke: {Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobWorkerCount}");

            // 2. FIX BACKEND (Wajib Mono2x untuk Unity 2022.3)
            PlayerSettings.SetScriptingBackend(BuildTargetGroup.Standalone, ScriptingImplementation.Mono2x);
            PlayerSettings.SetScriptingBackend(BuildTargetGroup.Android, ScriptingImplementation.Mono2x);
            PlayerSettings.SetScriptingBackend(BuildTargetGroup.iOS, ScriptingImplementation.Mono2x);

            // 3. PROSES PERAMPINGAN MESH (Optimasi)
            string inputPath = "Assets/InputRaw";
            if (Directory.Exists(inputPath))
            {
                string[] prefabs = Directory.GetFiles(inputPath, "*.prefab", SearchOption.AllDirectories);
                foreach (string path in prefabs)
                {
                    GameObject go = PrefabUtility.LoadPrefabContents(path);
                    if (go != null)
                    {
                        Debug.Log($"📦 Merampingkan (Simplify) Mesh: {path}");
                        SimplifyAndEmbed(go, path);
                        PrefabUtility.SaveAsPrefabAsset(go, path);
                        PrefabUtility.UnloadPrefabContents(go);
                    }
                }
            }

            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();

            // 4. JALANKAN PENGEPAKAN ZEPETO
            Debug.Log("🚀 [CLI] Menjalankan Pengepakan ZEPETO...");
            ZepetoPackageCliBuilder.BuildWithArgs();

            Debug.Log("✅ [CLI] Selesai.");
            EditorApplication.Exit(0);
        }
        catch (Exception e)
        {
            Debug.LogError($"💀 [ERROR] {e.Message}");
            EditorApplication.Exit(1);
        }
    }

    static void SimplifyAndEmbed(GameObject go, string assetPath)
    {
        var renderers = go.GetComponentsInChildren<Renderer>();
        foreach (var ren in renderers)
        {
            Mesh src = (ren is MeshRenderer mr) ? ren.GetComponent<MeshFilter>()?.sharedMesh :
                      (ren is SkinnedMeshRenderer smr) ? smr.sharedMesh : null;

            if (src != null)
            {
                var simplifier = new MeshSimplifier();
                simplifier.Initialize(src);
                simplifier.SimplifyMesh(0.05f); // Sisakan 5% poligon (Perampingan agresif)
                Mesh newMesh = simplifier.ToMesh();
                newMesh.name = src.name + "_Optimized";

                AssetDatabase.AddObjectToAsset(newMesh, assetPath);
                if (ren is MeshRenderer) ren.GetComponent<MeshFilter>().sharedMesh = newMesh;
                else if (ren is SkinnedMeshRenderer s) s.sharedMesh = newMesh;
            }
        }
    }
}