mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-12 23:45:31 +01:00
329 lines
12 KiB
C#
329 lines
12 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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using Unity.Collections;
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namespace TAO.VertexAnimation.Editor
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{
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[InitializeOnLoad]
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public class VA_AssetBuilder : IPreprocessBuildWithReport, IPostprocessBuildWithReport
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{
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static VA_AssetBuilder()
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{
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EditorApplication.playModeStateChanged += OnPlayModeEnter;
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}
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public int callbackOrder => 0;
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private static bool deleteGeneratedAssets = true;
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private const string parentFolder = "Assets";
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private const string childFolder = "VA_AssetBuilder";
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private static string FolderPath => string.Format("{0}/{1}", parentFolder, childFolder);
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public void OnPreprocessBuild(BuildReport report)
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{
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GeneratePlayData();
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Debug.Log("VA_AssetBuilder generated play data.");
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}
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public void OnPostprocessBuild(BuildReport report)
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{
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if(!deleteGeneratedAssets)
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{
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return;
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}
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ClearBuildData();
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Debug.Log("VA_AssetBuilder cleared play data.");
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}
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private static void OnPlayModeEnter(PlayModeStateChange state)
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{
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switch (state)
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{
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case PlayModeStateChange.EnteredEditMode:
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//ClearBuildData();
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//Debug.Log("VA_AssetBuilder cleared editor data.");
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break;
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case PlayModeStateChange.ExitingEditMode:
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//GeneratePlayData();
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GenerateEditorData();
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Debug.Log("VA_AssetBuilder generated editor data.");
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break;
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case PlayModeStateChange.EnteredPlayMode:
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break;
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case PlayModeStateChange.ExitingPlayMode:
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break;
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default:
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break;
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}
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}
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public static void GenerateEditorData()
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{
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string filter = string.Format("t:{0}", typeof(VA_AnimationBook).Name);
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string[] guids = AssetDatabase.FindAssets(filter);
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foreach (var guid in guids)
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{
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VA_AnimationBook book = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), typeof(VA_AnimationBook)) as VA_AnimationBook;
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// Generate run time data.
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//GenerateTextures(ref book);
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// Assign run time data.
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ConvertEditorDataToPlayData(ref book);
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}
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}
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[MenuItem("Assets/TAO Vertex Animation/Generate Build Data", false, 65)]
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public static void GeneratePlayData()
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{
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string filter = string.Format("t:{0}", typeof(VA_AnimationBook).Name);
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string[] guids = AssetDatabase.FindAssets(filter);
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foreach (var guid in guids)
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{
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VA_AnimationBook book = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), typeof(VA_AnimationBook)) as VA_AnimationBook;
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// Generate all assets.
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GenerateTextures(ref book);
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// Assign run time data.
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ConvertEditorDataToPlayData(ref book);
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// Save them to disk.
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if (!AssetDatabase.IsValidFolder(FolderPath))
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{
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deleteGeneratedAssets = true;
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AssetDatabase.CreateFolder(parentFolder, childFolder);
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}
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else
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{
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deleteGeneratedAssets = false;
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}
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// Generate run time data.
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List<string> savedAssets = new List<string>();
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foreach (var t in book.editorData.texture2DArray)
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{
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string assetPath = string.Format("{0}/{1}.asset", FolderPath, t.name);
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// Delete existing asset.
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if (!string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(assetPath)))
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{
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AssetDatabase.DeleteAsset(assetPath);
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}
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AssetDatabase.CreateAsset(t, assetPath);
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savedAssets.Add(assetPath);
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}
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AssetDatabase.SaveAssets();
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book.playData.texture2DArray = new List<Texture2DArray>();
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foreach (var s in savedAssets)
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{
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var savedT = AssetDatabase.LoadAssetAtPath(s, typeof(Texture2DArray)) as Texture2DArray;
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book.playData.texture2DArray.Add(savedT);
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}
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AssetDatabase.SaveAssets();
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}
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}
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[MenuItem("Assets/TAO Vertex Animation/Clear Build Data", false, 66)]
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public static void ClearBuildData()
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{
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string filter = string.Format("t:{0}", typeof(VA_AnimationBook).Name);
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string[] guids = AssetDatabase.FindAssets(filter);
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// Clear Generated Data.
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foreach (var guid in guids)
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{
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VA_AnimationBook book = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), typeof(VA_AnimationBook)) as VA_AnimationBook;
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book.playData.texture2DArray = null;
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}
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// Remove generated assets from disk.
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if (AssetDatabase.IsValidFolder(FolderPath))
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{
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AssetDatabase.DeleteAsset(FolderPath);
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}
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AssetDatabase.SaveAssets();
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}
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// Assign the texture ID's to the texture entries.
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private static void ReferenceDuplicates(ref VA_AnimationBook book)
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{
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for (int i = 0; i < book.editorData.textureGroups.Count; i++)
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{
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List<Texture2D> t = new List<Texture2D>();
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for (int j = 0; j < book.editorData.animationPages.Count; j++)
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{
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// Check if exist.
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if (!t.Contains(book.editorData.animationPages[j].textures[i].texture2D))
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{
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t.Add(book.editorData.animationPages[j].textures[i].texture2D);
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}
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// Add index reference.
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book.editorData.animationPages[j].textures[i].textureArrayIndex = t.IndexOf(book.editorData.animationPages[j].textures[i].texture2D);
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}
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}
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}
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// Get the textures from a specific texture index.
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private static List<Texture2D> GetTextures(ref VA_AnimationBook book, int textureIndex)
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{
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List<Texture2D> textures = new List<Texture2D>();
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foreach (var ap in book.editorData.animationPages)
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{
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// Check if exist.
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if (!textures.Contains(ap.textures[textureIndex].texture2D))
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{
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textures.Add(ap.textures[textureIndex].texture2D);
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}
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}
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return textures;
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}
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// Generate texture arrays.
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public static void GenerateTextures(ref VA_AnimationBook book)
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{
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ReferenceDuplicates(ref book);
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book.editorData.texture2DArray = new List<Texture2DArray>();
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for (int i = 0; i < book.editorData.textureGroups.Count; i++)
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{
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var t = GetTextures(ref book, i).ToArray();
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if (VA_Texture2DArrayUtils.IsValidForTextureArray(t))
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{
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book.editorData.texture2DArray.Add(VA_Texture2DArrayUtils.CreateTextureArray(t, false, book.editorData.textureGroups[i].isLinear, book.editorData.textureGroups[i].wrapMode, book.editorData.textureGroups[i].filterMode, 1, book.name + book.editorData.textureGroups[i].shaderParamName));
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}
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}
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}
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// Auto fill names and frames.
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public static void AutoFill(ref VA_AnimationBook book)
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{
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if (book.editorData.animationPages != null)
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{
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for (int i = 0; i < book.editorData.animationPages.Count; i++)
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{
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VA_AnimationBook.EditorAnimationPage ap = book.editorData.animationPages[i];
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if (ap.textures != null && ap.textures.Count > 0)
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{
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string textureName = ap.textures[0].texture2D.name;
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string[] parts = textureName.Split('_');
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foreach (var p in parts)
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{
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if (p.StartsWith("N-"))
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{
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ap.name = p.Remove(0, 2);
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}
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else if (p.StartsWith("F-"))
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{
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if (int.TryParse(p.Remove(0, 2), out int frames))
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{
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ap.frames = frames;
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}
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}
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}
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}
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book.editorData.animationPages[i] = ap;
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}
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}
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}
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public static int GetFirstAnimationMapIndex(in List<VA_AnimationBook.EditorTextureEntry> textures, in List<VA_AnimationBook.EditorTextureGroup> textureGroups)
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{
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for (int i = 0; i < textureGroups.Count; i++)
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{
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if (textureGroups[i].textureType == VA_AnimationBook.TextureType.AnimationMap)
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{
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return textures[i].textureArrayIndex;
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}
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}
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return -1;
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}
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public static int GetFirstColorMapIndex(in List<VA_AnimationBook.EditorTextureEntry> textures, in List<VA_AnimationBook.EditorTextureGroup> textureGroups)
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{
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for (int i = 0; i < textureGroups.Count; i++)
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{
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if (textureGroups[i].textureType == VA_AnimationBook.TextureType.ColorMap)
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{
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return textures[i].textureArrayIndex;
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}
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}
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return -1;
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}
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// Convert editor data into play data.
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// NOTE: Textures need to be assigned with stored ones on build.
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public static void ConvertEditorDataToPlayData(ref VA_AnimationBook book)
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{
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book.playData = new VA_AnimationBook.PlayData
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{
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maxFrames = book.editorData.maxFrames,
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materials = book.editorData.materials
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};
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foreach (var tg in book.editorData.textureGroups)
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{
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book.playData.textureGroups.Add(new VA_AnimationBook.PlayTextureGroup
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{
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shaderParamName = tg.shaderParamName,
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textureType = tg.textureType
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});
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}
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foreach (var ap in book.editorData.animationPages)
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{
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// NOTE: for some reason FixedString32 data gets lost when entering play mode.
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// That is why this is here... and also the animationPages...
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//book.playData.animations.Add(new VA_AnimationData
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//{
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// name = ap.name,
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// frames = ap.frames,
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// maxFrames = book.editorData.maxFrames,
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// frameTime = 1.0f / book.editorData.maxFrames,
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// duration = 1.0f / book.editorData.maxFrames * ap.frames,
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// animationMapIndex = GetFirstAnimationMapIndex(in ap.textures, in book.editorData.textureGroups),
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// colorMapIndex = GetFirstColorMapIndex(in ap.textures, in book.editorData.textureGroups)
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//});
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var pap = new VA_AnimationBook.PlayAnimationPage
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{
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name = ap.name,
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frames = ap.frames,
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textures = new List<VA_AnimationBook.PlayTextureEntry>()
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};
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foreach (var t in ap.textures)
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{
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pap.textures.Add(new VA_AnimationBook.PlayTextureEntry
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{
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textureArrayIndex = t.textureArrayIndex
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});
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}
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book.playData.animationPages.Add(pap);
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}
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book.playData.texture2DArray = book.editorData.texture2DArray;
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}
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}
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}
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