mirror of
				https://github.com/maxartz15/VertexAnimation.git
				synced 2025-11-04 02:15:59 +01:00 
			
		
		
		
	Simplify data.
Remoing asset builder. Simple data setup.
This commit is contained in:
		@@ -7,8 +7,6 @@ namespace TAO.VertexAnimation.Editor
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    public class VA_AnimationBookEditor : UnityEditor.Editor
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    {
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        private VA_AnimationBook animationBook = null;
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        private Vector2 textureGroupScollPos;
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        private Vector2 animationPagesScollPos;
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        void OnEnable()
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        {
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@@ -20,249 +18,10 @@ namespace TAO.VertexAnimation.Editor
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            serializedObject.Update();
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            // Texture Groups.
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            GeneralGUI();
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            DrawDefaultInspector();
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            EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
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            TextureGroupsGUI();
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            EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
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            SyncListSize();
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            AnimationPagesGUI();
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            EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
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            MaterialGUI();
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            EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
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            AssetBuilderGUI();
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            EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
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            Texture2DGUI();
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            serializedObject.ApplyModifiedProperties();
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        }
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        private void SyncListSize()
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        {
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            foreach (var page in animationBook.editorData.animationPages)
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            {
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                if(page.textures.Count < animationBook.editorData.textureGroups.Count)
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                {
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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.editorData.textureGroups.Count)
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                {
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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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                        page.textures.RemoveRange(page.textures.Count - diff, diff);
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                    }
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                }
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            }
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        }
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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(editorData.FindPropertyRelative("fps"));
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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 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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            int linearWidth = 50;
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            using (new EditorGUILayout.VerticalScope())
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            {
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                EditorGUILayout.LabelField("TextureGroups", EditorStyles.centeredGreyMiniLabel);
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                textureGroupScollPos = EditorGUILayout.BeginScrollView(textureGroupScollPos, false, false);
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                using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar))
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                {
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                    EditorGUILayout.LabelField("", GUILayout.Width(removeWidth));
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                    EditorGUILayout.LabelField("material parameter name", GUILayout.Width(nameWidth));
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                    EditorGUILayout.LabelField("texture type", GUILayout.Width(optionWidth));
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                    EditorGUILayout.LabelField("wrap mode", GUILayout.Width(optionWidth));
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                    EditorGUILayout.LabelField("filter mode", GUILayout.Width(optionWidth));
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                    EditorGUILayout.LabelField("is linear", GUILayout.MinWidth(linearWidth));
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                }
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                EditorGUILayout.EndScrollView();
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                textureGroupScollPos = EditorGUILayout.BeginScrollView(textureGroupScollPos, false, false);
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                for (int i = 0; i < textureGroups.arraySize; i++)
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                {
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                    using (new EditorGUILayout.HorizontalScope())
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                    {
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                        if (GUILayout.Button("-", GUILayout.Width(removeWidth)))
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                        {
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                            textureGroups.DeleteArrayElementAtIndex(i);
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                            continue;
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                        }
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                        EditorGUILayout.PropertyField(textureGroups.GetArrayElementAtIndex(i).FindPropertyRelative("shaderParamName"), GUIContent.none, GUILayout.Width(nameWidth));
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                        EditorGUILayout.PropertyField(textureGroups.GetArrayElementAtIndex(i).FindPropertyRelative("textureType"), GUIContent.none, GUILayout.Width(optionWidth));
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                        EditorGUILayout.PropertyField(textureGroups.GetArrayElementAtIndex(i).FindPropertyRelative("wrapMode"), GUIContent.none, GUILayout.Width(optionWidth));
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                        EditorGUILayout.PropertyField(textureGroups.GetArrayElementAtIndex(i).FindPropertyRelative("filterMode"), GUIContent.none, GUILayout.Width(optionWidth));
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                        EditorGUILayout.PropertyField(textureGroups.GetArrayElementAtIndex(i).FindPropertyRelative("isLinear"), GUIContent.none, GUILayout.MinWidth(linearWidth));
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                    }
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                }
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                EditorGUILayout.EndScrollView();
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                if (GUILayout.Button("+", EditorStyles.miniButton))
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                {
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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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                    });
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                }
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            }
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        }
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        private void AnimationPagesGUI()
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        {
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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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            int textureWidth = 150;
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            using (new EditorGUILayout.VerticalScope())
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            {
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                EditorGUILayout.LabelField("AnimationPages", EditorStyles.centeredGreyMiniLabel);
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                animationPagesScollPos = EditorGUILayout.BeginScrollView(animationPagesScollPos, false, false);
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                using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar))
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                {
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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.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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                }
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                EditorGUILayout.EndScrollView();
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                animationPagesScollPos = EditorGUILayout.BeginScrollView(animationPagesScollPos, false, false);
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                for (int i = 0; i < animationPages.arraySize; i++)
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                {
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                    using (new EditorGUILayout.HorizontalScope())
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                    {
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                        if (GUILayout.Button("-", GUILayout.Width(removeWidth)))
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                        {
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                            animationPages.DeleteArrayElementAtIndex(i);
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                            continue;
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                        }
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                        EditorGUILayout.PropertyField(animationPages.GetArrayElementAtIndex(i).FindPropertyRelative("name"), GUIContent.none, GUILayout.Width(nameWidth));
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                        EditorGUILayout.PropertyField(animationPages.GetArrayElementAtIndex(i).FindPropertyRelative("frames"), GUIContent.none, GUILayout.Width(frameWidth));
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                        SerializedProperty textures = animationPages.GetArrayElementAtIndex(i).FindPropertyRelative("textures");
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                        for (int t = 0; t < textures.arraySize; t++)
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                        {
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                            EditorGUILayout.PropertyField(textures.GetArrayElementAtIndex(t).FindPropertyRelative("texture2D"), GUIContent.none, GUILayout.MinWidth(textureWidth));
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                        }
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                    }
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                }
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                EditorGUILayout.EndScrollView();
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                if (GUILayout.Button("+", EditorStyles.miniButton))
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                {
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                    animationPages.InsertArrayElementAtIndex(animationPages.arraySize);
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                }
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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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                    VA_AssetBuilder.AutoFill(ref animationBook);
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                    EditorUtility.SetDirty(animationBook);
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                }
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            }
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        }
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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(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.GenerateBuildData();
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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 = editorData.FindPropertyRelative("texture2DArray");
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                    EditorGUILayout.LabelField("Texture2DArray", EditorStyles.centeredGreyMiniLabel);
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                    using (new EditorGUI.DisabledScope(true))
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                    {
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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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                }
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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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        //    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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        //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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    }
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}
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@@ -1,6 +1,7 @@
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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 System.Linq;
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namespace TAO.VertexAnimation.Editor
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{
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@@ -26,7 +27,9 @@ namespace TAO.VertexAnimation.Editor
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		public Material material = null;
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		public Mesh[] meshes = null;
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		public VA_AnimationBook book = null;
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		public List<VA_Animation> animations = new List<VA_Animation>();
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		// TODO: release baked data from memory when done.
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		[SerializeField]
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		private AnimationBaker.BakedData bakedData;
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@@ -179,34 +182,64 @@ namespace TAO.VertexAnimation.Editor
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				book = CreateInstance<VA_AnimationBook>();
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			}
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			book.name = string.Format("{0}Book", name);
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			book.editorData = new VA_AnimationBook.EditorData
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			{
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				materials = new Material[1] { material }
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			};
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			foreach (Texture2D tex in bakedData.positionMaps)
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			{
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				book.editorData.animationPages.Add(new VA_AnimationBook.EditorAnimationPage
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				{
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					name = "",
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					frames = 0,
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					textures = new List<VA_AnimationBook.EditorTextureEntry>()
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					{
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						new VA_AnimationBook.EditorTextureEntry
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						{
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							texture2D = tex
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						}
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					}
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				});
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			}
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			VA_AssetBuilder.AutoFill(ref book);
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			book.name = string.Format("{0}_Book", name);
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			book.positionMap = positionMap;
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			book.TryAddMaterial(material);
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			if (!AssetDatabaseUtils.HasChildAsset(this, book))
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			{
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				AssetDatabase.AddObjectToAsset(book, this);
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			}
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			// Add animations.
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			List<NamingConventionUtils.TextureInfo> info = new List<NamingConventionUtils.TextureInfo>();
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			foreach (var t in bakedData.positionMaps)
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			{
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				info.Add(t.name.GetTextureInfo());
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			}
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			for (int i = 0; i < info.Count; i++)
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			{
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				string animationName = string.Format("{0}_{1}", name, info[i].name);
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				VA_AnimationData newData = new VA_AnimationData(animationName, info[i].frames, info[i].maxFrames, info[i].fps, i, -1);
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				if (TryGetAnimationWithName(animationName, out VA_Animation animation))
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				{
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					animation.SetData(newData);
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				}
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				else
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				{
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					animation = CreateInstance<VA_Animation>();
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					animation.name = animationName;
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					animation.SetData(newData);
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					animations.Add(animation);
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				}
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				book.TryAddAnimation(animation);
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				if (!AssetDatabaseUtils.HasChildAsset(book, animation))
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				{
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		||||
					AssetDatabase.AddObjectToAsset(animation, book);
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		||||
				}
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		||||
			}
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			// TODO: Remove unused animations.
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		||||
		}
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		private bool TryGetAnimationWithName(string name, out VA_Animation animation)
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		{
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			foreach (var a in animations)
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			{
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				if (a.name == name)
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				{
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					animation = a;
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					return true;
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				}
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			}
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			animation = null;
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			return false;
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		}
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#endif
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		||||
	}
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@@ -1,400 +0,0 @@
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using System.Collections.Generic;
 | 
			
		||||
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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 | 
			
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namespace TAO.VertexAnimation.Editor
 | 
			
		||||
{
 | 
			
		||||
    [InitializeOnLoad]
 | 
			
		||||
    public class VA_AssetBuilder : IPreprocessBuildWithReport, IPostprocessBuildWithReport
 | 
			
		||||
    {
 | 
			
		||||
        private const string parentFolder = "Assets";
 | 
			
		||||
        private const string childFolder = "VA_AssetBuilder";
 | 
			
		||||
        private const string folderPath = parentFolder + "/" + childFolder;
 | 
			
		||||
 | 
			
		||||
        #region EditorMenus
 | 
			
		||||
        private const string buildClearKey = "VA_AssetsBuilderClearBuildAssets";
 | 
			
		||||
        private const string editorGenerateKey = "VA_AssetsBuilderGenerateEditorAssets";
 | 
			
		||||
        private const string editorClearKey = "VA_AssetsBuilderClearEditorAssets";
 | 
			
		||||
 | 
			
		||||
        private const string editorMenuFolder = "TAO/Vertex Animation";
 | 
			
		||||
        private const string buildClearMenuName = editorMenuFolder + "/ClearBuildAssets";
 | 
			
		||||
        private const string editorGeneratePlayMenuName = editorMenuFolder + "/GenerateEditorAssetsOnStartPlay";
 | 
			
		||||
        private const string editorClearPlayMenuName = editorMenuFolder + "/ClearEditorAssetsOnEndPlay";
 | 
			
		||||
 | 
			
		||||
        public static bool ClearBuildAssets
 | 
			
		||||
        {
 | 
			
		||||
            get { return EditorPrefs.GetBool(buildClearKey, true); }
 | 
			
		||||
            set { EditorPrefs.SetBool(buildClearKey, value); }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        [MenuItem(buildClearMenuName)]
 | 
			
		||||
        private static void ToggleClearBuildAssetsAction()
 | 
			
		||||
        {
 | 
			
		||||
            ClearBuildAssets = !ClearBuildAssets;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        [MenuItem(buildClearMenuName, true)]
 | 
			
		||||
        private static bool ToggleClearBuildAssetsValidate()
 | 
			
		||||
        {
 | 
			
		||||
            Menu.SetChecked(buildClearMenuName, ClearBuildAssets);
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public static bool GenerateEditorPlayModeAssets
 | 
			
		||||
        {
 | 
			
		||||
            get { return EditorPrefs.GetBool(editorGenerateKey, true); }
 | 
			
		||||
            set { EditorPrefs.SetBool(editorGenerateKey, value); }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        [MenuItem(editorGeneratePlayMenuName)]
 | 
			
		||||
        private static void ToggleGenerateEditorPlayModeAssetsAction()
 | 
			
		||||
        {
 | 
			
		||||
            GenerateEditorPlayModeAssets = !GenerateEditorPlayModeAssets;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        [MenuItem(editorGeneratePlayMenuName, true)]
 | 
			
		||||
        private static bool ToggleGenerateEditorPlayModeAssetsValidate()
 | 
			
		||||
        {
 | 
			
		||||
            Menu.SetChecked(editorGeneratePlayMenuName, GenerateEditorPlayModeAssets);
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public static bool ClearEditorPlayModeAssets
 | 
			
		||||
        {
 | 
			
		||||
            get { return EditorPrefs.GetBool(editorClearKey, true); }
 | 
			
		||||
            set { EditorPrefs.SetBool(editorClearKey, value); }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        [MenuItem(editorClearPlayMenuName)]
 | 
			
		||||
        private static void ToggleClearEditorPlayModeAssetsAction()
 | 
			
		||||
        {
 | 
			
		||||
            ClearEditorPlayModeAssets = !ClearEditorPlayModeAssets;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        [MenuItem(editorClearPlayMenuName, true)]
 | 
			
		||||
        private static bool ToggleClearEditorPlayModeAssetsValidate()
 | 
			
		||||
        {
 | 
			
		||||
            Menu.SetChecked(editorClearPlayMenuName, ClearEditorPlayModeAssets);
 | 
			
		||||
            return true;
 | 
			
		||||
        }
 | 
			
		||||
        #endregion
 | 
			
		||||
 | 
			
		||||
        #region EditorPlayMode
 | 
			
		||||
        static VA_AssetBuilder()
 | 
			
		||||
        {
 | 
			
		||||
            EditorApplication.playModeStateChanged += OnPlayModeEnter;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private static void OnPlayModeEnter(PlayModeStateChange state)
 | 
			
		||||
        {
 | 
			
		||||
            switch (state)
 | 
			
		||||
            {
 | 
			
		||||
                case PlayModeStateChange.EnteredEditMode:
 | 
			
		||||
                    if (ClearEditorPlayModeAssets)
 | 
			
		||||
                    {
 | 
			
		||||
                        ClearBuildData();
 | 
			
		||||
                    }
 | 
			
		||||
                    break;
 | 
			
		||||
                case PlayModeStateChange.ExitingEditMode:
 | 
			
		||||
                    if (GenerateEditorPlayModeAssets)
 | 
			
		||||
                    {
 | 
			
		||||
                        GenerateBuildData();
 | 
			
		||||
                    }
 | 
			
		||||
                    Debug.Log("VA_AssetBuilder generated editor data.");
 | 
			
		||||
                    break;
 | 
			
		||||
                case PlayModeStateChange.EnteredPlayMode:
 | 
			
		||||
                    break;
 | 
			
		||||
                case PlayModeStateChange.ExitingPlayMode:
 | 
			
		||||
                    break;
 | 
			
		||||
                default:
 | 
			
		||||
                    break;
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
        #endregion
 | 
			
		||||
 | 
			
		||||
        #region BuildProcess
 | 
			
		||||
        public int callbackOrder => 0;
 | 
			
		||||
 | 
			
		||||
        public void OnPreprocessBuild(BuildReport report)
 | 
			
		||||
        {
 | 
			
		||||
            GenerateBuildData();
 | 
			
		||||
            Debug.Log("VA_AssetBuilder generated play data.");
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        public void OnPostprocessBuild(BuildReport report)
 | 
			
		||||
        {
 | 
			
		||||
            if(!ClearBuildAssets)
 | 
			
		||||
            {
 | 
			
		||||
                return;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            ClearBuildData();
 | 
			
		||||
            Debug.Log("VA_AssetBuilder cleared play data.");
 | 
			
		||||
        }
 | 
			
		||||
        #endregion
 | 
			
		||||
 | 
			
		||||
        #region MainFunctions
 | 
			
		||||
        [MenuItem(editorMenuFolder + "/Generate Build Data", false, 65)]
 | 
			
		||||
        public static void GenerateBuildData()
 | 
			
		||||
        {
 | 
			
		||||
            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))
 | 
			
		||||
                {
 | 
			
		||||
                    AssetDatabase.CreateFolder(parentFolder, childFolder);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                // 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(editorMenuFolder + "/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();
 | 
			
		||||
        }
 | 
			
		||||
        #endregion
 | 
			
		||||
 | 
			
		||||
        #region GenerationHelperFunctions
 | 
			
		||||
        // 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;
 | 
			
		||||
                                }
 | 
			
		||||
                            }
 | 
			
		||||
                            else if (p.StartsWith("MF-"))
 | 
			
		||||
                            {
 | 
			
		||||
                                if (int.TryParse(p.Remove(0, 3), out int maxFrames))
 | 
			
		||||
                                {
 | 
			
		||||
                                    book.editorData.maxFrames = maxFrames;
 | 
			
		||||
                                }
 | 
			
		||||
                            }
 | 
			
		||||
                            else if (p.StartsWith("FPS-"))
 | 
			
		||||
                            {
 | 
			
		||||
                                if (int.TryParse(p.Remove(0, 4), out int fps))
 | 
			
		||||
                                {
 | 
			
		||||
                                    book.editorData.fps = fps;
 | 
			
		||||
                                }
 | 
			
		||||
                            }
 | 
			
		||||
                        }
 | 
			
		||||
                    }
 | 
			
		||||
                    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
 | 
			
		||||
            {
 | 
			
		||||
                fps = book.editorData.fps,
 | 
			
		||||
                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;
 | 
			
		||||
        }   
 | 
			
		||||
        #endregion
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@@ -1,11 +0,0 @@
 | 
			
		||||
fileFormatVersion: 2
 | 
			
		||||
guid: f21cb651117dd1c4681e87105b7a3f10
 | 
			
		||||
MonoImporter:
 | 
			
		||||
  externalObjects: {}
 | 
			
		||||
  serializedVersion: 2
 | 
			
		||||
  defaultReferences: []
 | 
			
		||||
  executionOrder: 0
 | 
			
		||||
  icon: {instanceID: 0}
 | 
			
		||||
  userData: 
 | 
			
		||||
  assetBundleName: 
 | 
			
		||||
  assetBundleVariant: 
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		||||
		Reference in New Issue
	
	Block a user