AssetBuilder

Removed functionality from the books.
Seperated editor and play data.
This commit is contained in:
max 2020-12-21 23:19:05 +01:00
parent 952c1862be
commit 21a8c4615b
9 changed files with 539 additions and 228 deletions

View File

@ -10,9 +10,9 @@ namespace TAO.VertexAnimation.Editor
private Vector2 textureGroupScollPos;
private Vector2 animationPagesScollPos;
private UnityEditor.Editor previewEditor = null;
private int previewIndex = 0;
private int curviewIndex = 0;
//private UnityEditor.Editor previewEditor = null;
//private int previewIndex = 0;
//private int curviewIndex = 0;
void OnEnable()
{
@ -29,6 +29,7 @@ namespace TAO.VertexAnimation.Editor
SyncListSize();
AnimationPagesGUI();
MaterialGUI();
AssetBuilderGUI();
Texture2DGUI();
serializedObject.ApplyModifiedProperties();
@ -36,20 +37,20 @@ namespace TAO.VertexAnimation.Editor
private void SyncListSize()
{
foreach (var page in animationBook.animationPages)
foreach (var page in animationBook.editorData.animationPages)
{
if(page.textures.Count < animationBook.textureGroups.Count)
if(page.textures.Count < animationBook.editorData.textureGroups.Count)
{
int diff = animationBook.textureGroups.Count - page.textures.Count;
int diff = animationBook.editorData.textureGroups.Count - page.textures.Count;
for (int i = 0; i < diff; i++)
{
page.textures.Add(null);
}
}
else if(page.textures.Count > animationBook.textureGroups.Count)
else if(page.textures.Count > animationBook.editorData.textureGroups.Count)
{
int diff = page.textures.Count - animationBook.textureGroups.Count;
int diff = page.textures.Count - animationBook.editorData.textureGroups.Count;
for (int i = 0; i < diff; i++)
{
@ -61,16 +62,19 @@ namespace TAO.VertexAnimation.Editor
private void GeneralGUI()
{
SerializedProperty editorData = serializedObject.FindProperty("editorData");
using (new EditorGUILayout.VerticalScope())
{
EditorGUILayout.LabelField("General", EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.PropertyField(serializedObject.FindProperty("maxFrames"));
EditorGUILayout.PropertyField(editorData.FindPropertyRelative("maxFrames"));
}
}
private void TextureGroupsGUI()
{
SerializedProperty textureGroups = serializedObject.FindProperty("textureGroups");
SerializedProperty editorData = serializedObject.FindProperty("editorData");
SerializedProperty textureGroups = editorData.FindPropertyRelative("textureGroups");
int removeWidth = 16;
int nameWidth = 152;
int optionWidth = 110;
@ -114,7 +118,7 @@ namespace TAO.VertexAnimation.Editor
if (GUILayout.Button("+", EditorStyles.miniButton))
{
animationBook.textureGroups.Add(new TextureGroup
animationBook.editorData.textureGroups.Add(new VA_AnimationBook.EditorTextureGroup
{
shaderParamName = "_ShaderPropertyName",
isLinear = false
@ -125,7 +129,8 @@ namespace TAO.VertexAnimation.Editor
private void AnimationPagesGUI()
{
SerializedProperty animationPages = serializedObject.FindProperty("animationPages");
SerializedProperty editorData = serializedObject.FindProperty("editorData");
SerializedProperty animationPages = editorData.FindPropertyRelative("animationPages");
int removeWidth = 16;
int nameWidth = 100;
int frameWidth = 50;
@ -141,7 +146,7 @@ namespace TAO.VertexAnimation.Editor
EditorGUILayout.LabelField("", GUILayout.Width(removeWidth));
EditorGUILayout.LabelField("name", GUILayout.Width(nameWidth));
EditorGUILayout.LabelField("frames", GUILayout.Width(frameWidth));
foreach (var t in animationBook.textureGroups)
foreach (var t in animationBook.editorData.textureGroups)
{
EditorGUILayout.LabelField(t.shaderParamName, GUILayout.MinWidth(textureWidth));
}
@ -180,7 +185,7 @@ namespace TAO.VertexAnimation.Editor
if (GUILayout.Button("auto fill", EditorStyles.miniButton))
{
Undo.RecordObject(animationBook, "AutoFill");
animationBook.AutoFill();
VA_AssetBuilder.AutoFill(ref animationBook);
EditorUtility.SetDirty(animationBook);
}
}
@ -188,20 +193,40 @@ namespace TAO.VertexAnimation.Editor
private void MaterialGUI()
{
SerializedProperty editorData = serializedObject.FindProperty("editorData");
using (new EditorGUILayout.VerticalScope())
{
EditorGUILayout.LabelField("Materials", EditorStyles.centeredGreyMiniLabel);
EditorGUILayout.PropertyField(serializedObject.FindProperty("materials"));
EditorGUILayout.PropertyField(editorData.FindPropertyRelative("materials"));
}
}
private void AssetBuilderGUI()
{
using (new EditorGUILayout.HorizontalScope())
{
if (GUILayout.Button("build assets", EditorStyles.miniButtonLeft))
{
VA_AssetBuilder.GeneratePlayData();
}
if (GUILayout.Button("clear assets", EditorStyles.miniButtonRight))
{
VA_AssetBuilder.ClearBuildData();
}
}
}
private void Texture2DGUI()
{
SerializedProperty editorData = serializedObject.FindProperty("editorData");
if (HasPreviewGUI())
{
using (new EditorGUILayout.VerticalScope())
{
SerializedProperty texture2DArray = serializedObject.FindProperty("texture2DArray");
SerializedProperty texture2DArray = editorData.FindPropertyRelative("texture2DArray");
EditorGUILayout.LabelField("Texture2DArray", EditorStyles.centeredGreyMiniLabel);
@ -210,32 +235,32 @@ namespace TAO.VertexAnimation.Editor
EditorGUILayout.PropertyField(texture2DArray);
}
previewIndex = EditorGUILayout.IntSlider("Preview" ,previewIndex, 0, texture2DArray.arraySize - 1);
//previewIndex = EditorGUILayout.IntSlider("Preview" ,previewIndex, 0, texture2DArray.arraySize - 1);
}
}
}
public override bool HasPreviewGUI()
{
bool hasPreview = false;
//public override bool HasPreviewGUI()
//{
// bool hasPreview = false;
if(animationBook.texture2DArray != null && animationBook.texture2DArray.Count > 0 && animationBook.texture2DArray[previewIndex] != null)
{
hasPreview = true;
}
// if(animationBook.editorData.texture2DArray != null && animationBook.editorData.texture2DArray.Count > 0 && animationBook.editorData.texture2DArray[previewIndex] != null)
// {
// hasPreview = true;
// }
return hasPreview;
}
// return hasPreview;
//}
public override void OnPreviewGUI(Rect r, GUIStyle background)
{
if (previewEditor == null || curviewIndex != previewIndex)
{
curviewIndex = previewIndex;
previewEditor = CreateEditor(animationBook.texture2DArray[previewIndex]);
}
//public override void OnPreviewGUI(Rect r, GUIStyle background)
//{
// if (previewEditor == null || curviewIndex != previewIndex)
// {
// curviewIndex = previewIndex;
// previewEditor = CreateEditor(animationBook.editorData.texture2DArray[previewIndex]);
// }
previewEditor.OnInteractivePreviewGUI(r, background);
}
// previewEditor.OnInteractivePreviewGUI(r, background);
//}
}
}

View File

@ -0,0 +1,328 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using Unity.Collections;
namespace TAO.VertexAnimation.Editor
{
[InitializeOnLoad]
public class VA_AssetBuilder : IPreprocessBuildWithReport, IPostprocessBuildWithReport
{
static VA_AssetBuilder()
{
EditorApplication.playModeStateChanged += OnPlayModeEnter;
}
public int callbackOrder => 0;
private static bool deleteGeneratedAssets = true;
private const string parentFolder = "Assets";
private const string childFolder = "VA_AssetBuilder";
private static string FolderPath => string.Format("{0}/{1}", parentFolder, childFolder);
public void OnPreprocessBuild(BuildReport report)
{
GeneratePlayData();
Debug.Log("VA_AssetBuilder generated play data.");
}
public void OnPostprocessBuild(BuildReport report)
{
if(!deleteGeneratedAssets)
{
return;
}
ClearBuildData();
Debug.Log("VA_AssetBuilder cleared play data.");
}
private static void OnPlayModeEnter(PlayModeStateChange state)
{
switch (state)
{
case PlayModeStateChange.EnteredEditMode:
//ClearBuildData();
//Debug.Log("VA_AssetBuilder cleared editor data.");
break;
case PlayModeStateChange.ExitingEditMode:
//GeneratePlayData();
GenerateEditorData();
Debug.Log("VA_AssetBuilder generated editor data.");
break;
case PlayModeStateChange.EnteredPlayMode:
break;
case PlayModeStateChange.ExitingPlayMode:
break;
default:
break;
}
}
public static void GenerateEditorData()
{
string filter = string.Format("t:{0}", typeof(VA_AnimationBook).Name);
string[] guids = AssetDatabase.FindAssets(filter);
foreach (var guid in guids)
{
VA_AnimationBook book = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), typeof(VA_AnimationBook)) as VA_AnimationBook;
// Generate run time data.
//GenerateTextures(ref book);
// Assign run time data.
ConvertEditorDataToPlayData(ref book);
}
}
[MenuItem("Assets/TAO Vertex Animation/Generate Build Data", false, 65)]
public static void GeneratePlayData()
{
string filter = string.Format("t:{0}", typeof(VA_AnimationBook).Name);
string[] guids = AssetDatabase.FindAssets(filter);
foreach (var guid in guids)
{
VA_AnimationBook book = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), typeof(VA_AnimationBook)) as VA_AnimationBook;
// Generate all assets.
GenerateTextures(ref book);
// Assign run time data.
ConvertEditorDataToPlayData(ref book);
// Save them to disk.
if (!AssetDatabase.IsValidFolder(FolderPath))
{
deleteGeneratedAssets = true;
AssetDatabase.CreateFolder(parentFolder, childFolder);
}
else
{
deleteGeneratedAssets = false;
}
// Generate run time data.
List<string> savedAssets = new List<string>();
foreach (var t in book.editorData.texture2DArray)
{
string assetPath = string.Format("{0}/{1}.asset", FolderPath, t.name);
// Delete existing asset.
if (!string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(assetPath)))
{
AssetDatabase.DeleteAsset(assetPath);
}
AssetDatabase.CreateAsset(t, assetPath);
savedAssets.Add(assetPath);
}
AssetDatabase.SaveAssets();
book.playData.texture2DArray = new List<Texture2DArray>();
foreach (var s in savedAssets)
{
var savedT = AssetDatabase.LoadAssetAtPath(s, typeof(Texture2DArray)) as Texture2DArray;
book.playData.texture2DArray.Add(savedT);
}
AssetDatabase.SaveAssets();
}
}
[MenuItem("Assets/TAO Vertex Animation/Clear Build Data", false, 66)]
public static void ClearBuildData()
{
string filter = string.Format("t:{0}", typeof(VA_AnimationBook).Name);
string[] guids = AssetDatabase.FindAssets(filter);
// Clear Generated Data.
foreach (var guid in guids)
{
VA_AnimationBook book = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), typeof(VA_AnimationBook)) as VA_AnimationBook;
book.playData.texture2DArray = null;
}
// Remove generated assets from disk.
if (AssetDatabase.IsValidFolder(FolderPath))
{
AssetDatabase.DeleteAsset(FolderPath);
}
AssetDatabase.SaveAssets();
}
// Assign the texture ID's to the texture entries.
private static void ReferenceDuplicates(ref VA_AnimationBook book)
{
for (int i = 0; i < book.editorData.textureGroups.Count; i++)
{
List<Texture2D> t = new List<Texture2D>();
for (int j = 0; j < book.editorData.animationPages.Count; j++)
{
// Check if exist.
if (!t.Contains(book.editorData.animationPages[j].textures[i].texture2D))
{
t.Add(book.editorData.animationPages[j].textures[i].texture2D);
}
// Add index reference.
book.editorData.animationPages[j].textures[i].textureArrayIndex = t.IndexOf(book.editorData.animationPages[j].textures[i].texture2D);
}
}
}
// Get the textures from a specific texture index.
private static List<Texture2D> GetTextures(ref VA_AnimationBook book, int textureIndex)
{
List<Texture2D> textures = new List<Texture2D>();
foreach (var ap in book.editorData.animationPages)
{
// Check if exist.
if (!textures.Contains(ap.textures[textureIndex].texture2D))
{
textures.Add(ap.textures[textureIndex].texture2D);
}
}
return textures;
}
// Generate texture arrays.
public static void GenerateTextures(ref VA_AnimationBook book)
{
ReferenceDuplicates(ref book);
book.editorData.texture2DArray = new List<Texture2DArray>();
for (int i = 0; i < book.editorData.textureGroups.Count; i++)
{
var t = GetTextures(ref book, i).ToArray();
if (VA_Texture2DArrayUtils.IsValidForTextureArray(t))
{
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));
}
}
}
// Auto fill names and frames.
public static void AutoFill(ref VA_AnimationBook book)
{
if (book.editorData.animationPages != null)
{
for (int i = 0; i < book.editorData.animationPages.Count; i++)
{
VA_AnimationBook.EditorAnimationPage ap = book.editorData.animationPages[i];
if (ap.textures != null && ap.textures.Count > 0)
{
string textureName = ap.textures[0].texture2D.name;
string[] parts = textureName.Split('_');
foreach (var p in parts)
{
if (p.StartsWith("N-"))
{
ap.name = p.Remove(0, 2);
}
else if (p.StartsWith("F-"))
{
if (int.TryParse(p.Remove(0, 2), out int frames))
{
ap.frames = frames;
}
}
}
}
book.editorData.animationPages[i] = ap;
}
}
}
public static int GetFirstAnimationMapIndex(in List<VA_AnimationBook.EditorTextureEntry> textures, in List<VA_AnimationBook.EditorTextureGroup> textureGroups)
{
for (int i = 0; i < textureGroups.Count; i++)
{
if (textureGroups[i].textureType == VA_AnimationBook.TextureType.AnimationMap)
{
return textures[i].textureArrayIndex;
}
}
return -1;
}
public static int GetFirstColorMapIndex(in List<VA_AnimationBook.EditorTextureEntry> textures, in List<VA_AnimationBook.EditorTextureGroup> textureGroups)
{
for (int i = 0; i < textureGroups.Count; i++)
{
if (textureGroups[i].textureType == VA_AnimationBook.TextureType.ColorMap)
{
return textures[i].textureArrayIndex;
}
}
return -1;
}
// Convert editor data into play data.
// NOTE: Textures need to be assigned with stored ones on build.
public static void ConvertEditorDataToPlayData(ref VA_AnimationBook book)
{
book.playData = new VA_AnimationBook.PlayData
{
maxFrames = book.editorData.maxFrames,
materials = book.editorData.materials
};
foreach (var tg in book.editorData.textureGroups)
{
book.playData.textureGroups.Add(new VA_AnimationBook.PlayTextureGroup
{
shaderParamName = tg.shaderParamName,
textureType = tg.textureType
});
}
foreach (var ap in book.editorData.animationPages)
{
// NOTE: for some reason FixedString32 data gets lost when entering play mode.
// That is why this is here... and also the animationPages...
//book.playData.animations.Add(new VA_AnimationData
//{
// name = ap.name,
// frames = ap.frames,
// maxFrames = book.editorData.maxFrames,
// frameTime = 1.0f / book.editorData.maxFrames,
// duration = 1.0f / book.editorData.maxFrames * ap.frames,
// animationMapIndex = GetFirstAnimationMapIndex(in ap.textures, in book.editorData.textureGroups),
// colorMapIndex = GetFirstColorMapIndex(in ap.textures, in book.editorData.textureGroups)
//});
var pap = new VA_AnimationBook.PlayAnimationPage
{
name = ap.name,
frames = ap.frames,
textures = new List<VA_AnimationBook.PlayTextureEntry>()
};
foreach (var t in ap.textures)
{
pap.textures.Add(new VA_AnimationBook.PlayTextureEntry
{
textureArrayIndex = t.textureArrayIndex
});
}
book.playData.animationPages.Add(pap);
}
book.playData.texture2DArray = book.editorData.texture2DArray;
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f21cb651117dd1c4681e87105b7a3f10
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,7 +1,9 @@
{
"name": "TAO.VertexAnimation.Editor",
"rootNamespace": "TAO.VertexAnimation.Editor",
"references": [
"TAO.VertexAnimation"
"TAO.VertexAnimation",
"Unity.Collections"
],
"includePlatforms": [
"Editor"

View File

@ -1,5 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
namespace TAO.VertexAnimation
@ -7,18 +6,10 @@ namespace TAO.VertexAnimation
[CreateAssetMenu(fileName = "new AnimationBook", menuName = "VA_Animation/AnimationBook", order = 400)]
public class VA_AnimationBook : ScriptableObject
{
public int maxFrames;
public List<TextureGroup> textureGroups = new List<TextureGroup>() { new TextureGroup { shaderParamName = "_PositionMap", textureType = TextureType.AnimationMap, wrapMode = TextureWrapMode.Repeat, filterMode = FilterMode.Point, isLinear = false } };
public List<VA_AnimationPage> animationPages = new List<VA_AnimationPage>();
public Material[] materials;
public List<Texture2DArray> texture2DArray = null;
public void Create()
{
GenerateTextures();
SetMaterials();
}
public PlayData playData = null;
#if UNITY_EDITOR
public EditorData editorData = new EditorData();
#endif
private void OnValidate()
{
@ -26,77 +17,24 @@ namespace TAO.VertexAnimation
// TODO: Debug message box instead of debug logs.
}
private void ReferenceDuplicates()
public void SetMaterials()
{
for (int i = 0; i < textureGroups.Count; i++)
if (playData.materials != null)
{
List<Texture2D> t = new List<Texture2D>();
for (int j = 0; j < animationPages.Count; j++)
{
// Check if exist.
if (!t.Contains(animationPages[j].textures[i].texture2D))
{
t.Add(animationPages[j].textures[i].texture2D);
}
// Add index reference.
animationPages[j].textures[i].textureArrayIndex = t.IndexOf(animationPages[j].textures[i].texture2D);
}
}
}
private void GenerateTextures()
{
ReferenceDuplicates();
texture2DArray.Clear();
for (int i = 0; i < textureGroups.Count; i++)
{
var t = GetTextures(i).ToArray();
if (VA_Texture2DArrayUtils.IsValidForTextureArray(t))
{
texture2DArray.Add(VA_Texture2DArrayUtils.CreateTextureArray(t, false, textureGroups[i].isLinear, textureGroups[i].wrapMode, textureGroups[i].filterMode, 1, name + textureGroups[i].shaderParamName));
}
}
}
private List<Texture2D> GetTextures(int textureIndex)
{
List<Texture2D> textures = new List<Texture2D>();
foreach (var ap in animationPages)
{
// Check if exist.
if (!textures.Contains(ap.textures[textureIndex].texture2D))
{
textures.Add(ap.textures[textureIndex].texture2D);
}
}
return textures;
}
private void SetMaterials()
{
if (materials != null)
{
foreach (Material mat in materials)
foreach (Material mat in playData.materials)
{
if (mat != null)
{
if (mat.HasProperty("_MaxFrames"))
{
mat.SetFloat("_MaxFrames", maxFrames);
mat.SetFloat("_MaxFrames", playData.maxFrames);
}
for (int i = 0; i < texture2DArray.Count; i++)
for (int i = 0; i < playData.texture2DArray.Count; i++)
{
if (mat.HasProperty(textureGroups[i].shaderParamName))
if (mat.HasProperty(playData.textureGroups[i].shaderParamName))
{
mat.SetTexture(textureGroups[i].shaderParamName, texture2DArray[i]);
mat.SetTexture(playData.textureGroups[i].shaderParamName, playData.texture2DArray[i]);
}
}
}
@ -104,116 +42,134 @@ namespace TAO.VertexAnimation
}
}
public List<VA_AnimationData> GetAnimationData()
#region PlayData
[System.Serializable]
public class PlayData
{
List<VA_AnimationData> data = new List<VA_AnimationData>();
public List<PlayTextureGroup> textureGroups = new List<PlayTextureGroup>();
public List<PlayAnimationPage> animationPages = new List<PlayAnimationPage>();
foreach (var ap in animationPages)
{
data.Add(new VA_AnimationData
{
name = ap.name,
frames = ap.frames,
maxFrames = maxFrames,
frameTime = 1.0f / maxFrames,
duration = 1.0f / maxFrames * ap.frames,
animationMapIndex = GetFirstAnimationMapIndex(in ap.textures),
colorMapIndex = GetFirstColorMapIndex(in ap.textures)
});
}
public int maxFrames;
public Material[] materials;
public List<Texture2DArray> texture2DArray = new List<Texture2DArray>();
return data;
}
private int GetFirstAnimationMapIndex(in List<TextureEntry> textures)
{
for (int i = 0; i < textureGroups.Count; i++)
// NOTE: for some reason FixedString32 data gets lost when entering play mode.
// That is why this is here... and also the animationPages...
public List<VA_AnimationData> GetAnimations
{
if(textureGroups[i].textureType == TextureType.AnimationMap)
get
{
return textures[i].textureArrayIndex;
}
}
return -1;
}
private int GetFirstColorMapIndex(in List<TextureEntry> textures)
{
for (int i = 0; i < textureGroups.Count; i++)
{
if (textureGroups[i].textureType == TextureType.ColorMap)
{
return textures[i].textureArrayIndex;
}
}
return -1;
}
// Auto fill names and frames.
public void AutoFill()
{
if (animationPages != null)
{
for (int i = 0; i < animationPages.Count; i++)
{
VA_AnimationPage ap = animationPages[i];
if (ap.textures != null && ap.textures.Count > 0)
List<VA_AnimationData> animations = new List<VA_AnimationData>();
foreach (var ap in animationPages)
{
string textureName = ap.textures[0].texture2D.name;
string[] parts = textureName.Split('_');
foreach (var p in parts)
animations.Add(new VA_AnimationData
{
if (p.StartsWith("N-"))
{
ap.name = p.Remove(0, 2);
}
else if (p.StartsWith("F-"))
{
if(int.TryParse(p.Remove(0, 2), out int frames))
{
ap.frames = frames;
}
}
}
name = ap.name,
frames = ap.frames,
maxFrames = maxFrames,
frameTime = 1.0f / maxFrames,
duration = 1.0f / maxFrames * ap.frames,
animationMapIndex = GetFirstAnimationMapIndex(in ap.textures, in textureGroups),
colorMapIndex = GetFirstColorMapIndex(in ap.textures, in textureGroups)
});
}
animationPages[i] = ap;
return animations;
}
}
public static int GetFirstAnimationMapIndex(in List<PlayTextureEntry> textures, in List<PlayTextureGroup> textureGroups)
{
for (int i = 0; i < textureGroups.Count; i++)
{
if (textureGroups[i].textureType == TextureType.AnimationMap)
{
return textures[i].textureArrayIndex;
}
}
return -1;
}
public static int GetFirstColorMapIndex(in List<PlayTextureEntry> textures, in List<PlayTextureGroup> textureGroups)
{
for (int i = 0; i < textureGroups.Count; i++)
{
if (textureGroups[i].textureType == TextureType.ColorMap)
{
return textures[i].textureArrayIndex;
}
}
return -1;
}
}
}
[System.Serializable]
public struct VA_AnimationPage
{
public string name;
public int frames;
public List<TextureEntry> textures;
}
[System.Serializable]
public struct PlayAnimationPage
{
public string name;
public int frames;
public List<PlayTextureEntry> textures;
}
[System.Serializable]
public struct TextureGroup
{
public string shaderParamName;
public TextureType textureType;
public TextureWrapMode wrapMode;
public FilterMode filterMode;
public bool isLinear;
}
[System.Serializable]
public struct PlayTextureGroup
{
public string shaderParamName;
public TextureType textureType;
}
[System.Serializable]
public class TextureEntry
{
public Texture2D texture2D = null;
public int textureArrayIndex = -1;
}
[System.Serializable]
public struct PlayTextureEntry
{
public int textureArrayIndex;
}
#endregion
public enum TextureType
{
AnimationMap,
ColorMap
#region EditorData
#if UNITY_EDITOR
[System.Serializable]
public class EditorData
{
public List<EditorTextureGroup> textureGroups = new List<EditorTextureGroup>() { new EditorTextureGroup { shaderParamName = "_PositionMap", textureType = TextureType.AnimationMap, wrapMode = TextureWrapMode.Repeat, filterMode = FilterMode.Point, isLinear = false } };
public List<EditorAnimationPage> animationPages = new List<EditorAnimationPage>();
public int maxFrames;
public Material[] materials;
public List<Texture2DArray> texture2DArray = null;
}
[System.Serializable]
public struct EditorAnimationPage
{
public string name;
public int frames;
public List<EditorTextureEntry> textures;
}
[System.Serializable]
public struct EditorTextureGroup
{
public string shaderParamName;
public TextureType textureType;
public TextureWrapMode wrapMode;
public FilterMode filterMode;
public bool isLinear;
}
[System.Serializable]
public class EditorTextureEntry
{
public Texture2D texture2D = null;
public int textureArrayIndex = -1;
}
#endif
#endregion
public enum TextureType
{
AnimationMap,
ColorMap
}
}
}

View File

@ -7,37 +7,25 @@ namespace TAO.VertexAnimation
public class VA_AnimationLibrary : ScriptableObject
{
[SerializeField]
private VA_AnimationBook[] animationBooks;
private List<VA_AnimationBook> animationBooks = new List<VA_AnimationBook>();
[HideInInspector]
public List<VA_AnimationData> animations = null;
public void Create()
public void Init()
{
foreach (VA_AnimationBook book in animationBooks)
{
book.Create();
}
animations = new List<VA_AnimationData>();
ConvertAnimations();
foreach (VA_AnimationBook ab in animationBooks)
{
ab.SetMaterials();
animations.AddRange(ab.playData.GetAnimations);
}
}
private void OnValidate()
{
// TODO: Check for naming conflicts in AnimationBooks.
}
private void ConvertAnimations()
{
animations = new List<VA_AnimationData>();
if (animationBooks != null)
{
foreach (var ab in animationBooks)
{
animations.AddRange(ab.GetAnimationData());
}
}
}
}
}

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@ -16,7 +16,7 @@ namespace TAO.VertexAnimation
{
Entities.ForEach((VA_AnimationLibraryComponentAuthoring animationLib) =>
{
animationLib.animationLibrary.Create();
animationLib.animationLibrary.Init();
// Blob builder to build.
using (BlobBuilder blobBuilder = new BlobBuilder(Allocator.Temp))

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@ -63,7 +63,7 @@ namespace TAO.VertexAnimation
if (!a_textures[0].isReadable)
{
#if UNITY_EDITOR
Debug.LogWarning("Texture " + a_textures[i].name + " is not readable!");
//Debug.LogWarning("Texture " + a_textures[i].name + " is not readable!");
return true;
#else
Debug.LogError("Texture " + a_textures[i].name + " is not readable!");

View File

@ -1,5 +1,6 @@
{
"name": "TAO.VertexAnimation",
"rootNamespace": "TAO.VertexAnimation",
"references": [
"GUID:2665a8d13d1b3f18800f46e256720795",
"GUID:734d92eba21c94caba915361bd5ac177",