mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-12-05 01:30:44 +01:00
AssetBuilder
Removed functionality from the books. Seperated editor and play data.
This commit is contained in:
parent
952c1862be
commit
21a8c4615b
@ -10,9 +10,9 @@ namespace TAO.VertexAnimation.Editor
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private Vector2 textureGroupScollPos;
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private Vector2 animationPagesScollPos;
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private UnityEditor.Editor previewEditor = null;
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private int previewIndex = 0;
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private int curviewIndex = 0;
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//private UnityEditor.Editor previewEditor = null;
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//private int previewIndex = 0;
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//private int curviewIndex = 0;
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void OnEnable()
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{
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@ -29,6 +29,7 @@ namespace TAO.VertexAnimation.Editor
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SyncListSize();
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AnimationPagesGUI();
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MaterialGUI();
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AssetBuilderGUI();
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Texture2DGUI();
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serializedObject.ApplyModifiedProperties();
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@ -36,20 +37,20 @@ namespace TAO.VertexAnimation.Editor
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private void SyncListSize()
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{
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foreach (var page in animationBook.animationPages)
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foreach (var page in animationBook.editorData.animationPages)
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{
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if(page.textures.Count < animationBook.textureGroups.Count)
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if(page.textures.Count < animationBook.editorData.textureGroups.Count)
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{
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int diff = animationBook.textureGroups.Count - page.textures.Count;
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int diff = animationBook.editorData.textureGroups.Count - page.textures.Count;
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for (int i = 0; i < diff; i++)
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{
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page.textures.Add(null);
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}
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}
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else if(page.textures.Count > animationBook.textureGroups.Count)
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else if(page.textures.Count > animationBook.editorData.textureGroups.Count)
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{
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int diff = page.textures.Count - animationBook.textureGroups.Count;
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int diff = page.textures.Count - animationBook.editorData.textureGroups.Count;
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for (int i = 0; i < diff; i++)
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{
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@ -61,16 +62,19 @@ namespace TAO.VertexAnimation.Editor
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private void GeneralGUI()
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{
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SerializedProperty editorData = serializedObject.FindProperty("editorData");
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using (new EditorGUILayout.VerticalScope())
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{
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EditorGUILayout.LabelField("General", EditorStyles.centeredGreyMiniLabel);
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EditorGUILayout.PropertyField(serializedObject.FindProperty("maxFrames"));
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EditorGUILayout.PropertyField(editorData.FindPropertyRelative("maxFrames"));
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}
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}
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private void TextureGroupsGUI()
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{
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SerializedProperty textureGroups = serializedObject.FindProperty("textureGroups");
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SerializedProperty editorData = serializedObject.FindProperty("editorData");
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SerializedProperty textureGroups = editorData.FindPropertyRelative("textureGroups");
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int removeWidth = 16;
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int nameWidth = 152;
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int optionWidth = 110;
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@ -114,7 +118,7 @@ namespace TAO.VertexAnimation.Editor
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if (GUILayout.Button("+", EditorStyles.miniButton))
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{
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animationBook.textureGroups.Add(new TextureGroup
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animationBook.editorData.textureGroups.Add(new VA_AnimationBook.EditorTextureGroup
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{
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shaderParamName = "_ShaderPropertyName",
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isLinear = false
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@ -125,7 +129,8 @@ namespace TAO.VertexAnimation.Editor
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private void AnimationPagesGUI()
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{
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SerializedProperty animationPages = serializedObject.FindProperty("animationPages");
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SerializedProperty editorData = serializedObject.FindProperty("editorData");
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SerializedProperty animationPages = editorData.FindPropertyRelative("animationPages");
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int removeWidth = 16;
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int nameWidth = 100;
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int frameWidth = 50;
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@ -141,7 +146,7 @@ namespace TAO.VertexAnimation.Editor
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EditorGUILayout.LabelField("", GUILayout.Width(removeWidth));
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EditorGUILayout.LabelField("name", GUILayout.Width(nameWidth));
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EditorGUILayout.LabelField("frames", GUILayout.Width(frameWidth));
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foreach (var t in animationBook.textureGroups)
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foreach (var t in animationBook.editorData.textureGroups)
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{
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EditorGUILayout.LabelField(t.shaderParamName, GUILayout.MinWidth(textureWidth));
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}
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@ -180,7 +185,7 @@ namespace TAO.VertexAnimation.Editor
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if (GUILayout.Button("auto fill", EditorStyles.miniButton))
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{
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Undo.RecordObject(animationBook, "AutoFill");
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animationBook.AutoFill();
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VA_AssetBuilder.AutoFill(ref animationBook);
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EditorUtility.SetDirty(animationBook);
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}
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}
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@ -188,20 +193,40 @@ namespace TAO.VertexAnimation.Editor
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private void MaterialGUI()
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{
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SerializedProperty editorData = serializedObject.FindProperty("editorData");
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using (new EditorGUILayout.VerticalScope())
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{
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EditorGUILayout.LabelField("Materials", EditorStyles.centeredGreyMiniLabel);
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EditorGUILayout.PropertyField(serializedObject.FindProperty("materials"));
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EditorGUILayout.PropertyField(editorData.FindPropertyRelative("materials"));
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}
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}
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private void AssetBuilderGUI()
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{
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using (new EditorGUILayout.HorizontalScope())
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{
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if (GUILayout.Button("build assets", EditorStyles.miniButtonLeft))
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{
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VA_AssetBuilder.GeneratePlayData();
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}
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if (GUILayout.Button("clear assets", EditorStyles.miniButtonRight))
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{
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VA_AssetBuilder.ClearBuildData();
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}
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}
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}
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private void Texture2DGUI()
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{
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SerializedProperty editorData = serializedObject.FindProperty("editorData");
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if (HasPreviewGUI())
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{
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using (new EditorGUILayout.VerticalScope())
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{
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SerializedProperty texture2DArray = serializedObject.FindProperty("texture2DArray");
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SerializedProperty texture2DArray = editorData.FindPropertyRelative("texture2DArray");
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EditorGUILayout.LabelField("Texture2DArray", EditorStyles.centeredGreyMiniLabel);
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@ -210,32 +235,32 @@ namespace TAO.VertexAnimation.Editor
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EditorGUILayout.PropertyField(texture2DArray);
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}
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previewIndex = EditorGUILayout.IntSlider("Preview" ,previewIndex, 0, texture2DArray.arraySize - 1);
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//previewIndex = EditorGUILayout.IntSlider("Preview" ,previewIndex, 0, texture2DArray.arraySize - 1);
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}
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}
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}
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public override bool HasPreviewGUI()
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{
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bool hasPreview = false;
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//public override bool HasPreviewGUI()
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//{
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// bool hasPreview = false;
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if(animationBook.texture2DArray != null && animationBook.texture2DArray.Count > 0 && animationBook.texture2DArray[previewIndex] != null)
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{
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hasPreview = true;
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}
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// if(animationBook.editorData.texture2DArray != null && animationBook.editorData.texture2DArray.Count > 0 && animationBook.editorData.texture2DArray[previewIndex] != null)
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// {
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// hasPreview = true;
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// }
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return hasPreview;
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}
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// return hasPreview;
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//}
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public override void OnPreviewGUI(Rect r, GUIStyle background)
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{
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if (previewEditor == null || curviewIndex != previewIndex)
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{
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curviewIndex = previewIndex;
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previewEditor = CreateEditor(animationBook.texture2DArray[previewIndex]);
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}
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//public override void OnPreviewGUI(Rect r, GUIStyle background)
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//{
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// if (previewEditor == null || curviewIndex != previewIndex)
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// {
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// curviewIndex = previewIndex;
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// previewEditor = CreateEditor(animationBook.editorData.texture2DArray[previewIndex]);
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// }
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previewEditor.OnInteractivePreviewGUI(r, background);
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}
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// previewEditor.OnInteractivePreviewGUI(r, background);
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//}
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}
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}
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328
Editor/Scripts/VA_AssetBuilder.cs
Normal file
328
Editor/Scripts/VA_AssetBuilder.cs
Normal file
@ -0,0 +1,328 @@
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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.
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
}
|
11
Editor/Scripts/VA_AssetBuilder.cs.meta
Normal file
11
Editor/Scripts/VA_AssetBuilder.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f21cb651117dd1c4681e87105b7a3f10
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,7 +1,9 @@
|
||||
{
|
||||
"name": "TAO.VertexAnimation.Editor",
|
||||
"rootNamespace": "TAO.VertexAnimation.Editor",
|
||||
"references": [
|
||||
"TAO.VertexAnimation"
|
||||
"TAO.VertexAnimation",
|
||||
"Unity.Collections"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
|
@ -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)
|
||||
public int maxFrames;
|
||||
public Material[] materials;
|
||||
public List<Texture2DArray> texture2DArray = new List<Texture2DArray>();
|
||||
|
||||
// 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
|
||||
{
|
||||
data.Add(new VA_AnimationData
|
||||
get
|
||||
{
|
||||
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)
|
||||
});
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
private int GetFirstAnimationMapIndex(in List<TextureEntry> textures)
|
||||
{
|
||||
for (int i = 0; i < textureGroups.Count; i++)
|
||||
{
|
||||
if(textureGroups[i].textureType == TextureType.AnimationMap)
|
||||
{
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
@ -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());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -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))
|
||||
|
@ -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!");
|
||||
|
@ -1,5 +1,6 @@
|
||||
{
|
||||
"name": "TAO.VertexAnimation",
|
||||
"rootNamespace": "TAO.VertexAnimation",
|
||||
"references": [
|
||||
"GUID:2665a8d13d1b3f18800f46e256720795",
|
||||
"GUID:734d92eba21c94caba915361bd5ac177",
|
||||
|
Loading…
Reference in New Issue
Block a user