mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-12 15:35:30 +01:00
AssetBuilder Menu
Added editor menus to control, generate and clear the generated assets.
This commit is contained in:
parent
21a8c4615b
commit
ae2d67d23d
@ -208,7 +208,7 @@ namespace TAO.VertexAnimation.Editor
|
||||
{
|
||||
if (GUILayout.Button("build assets", EditorStyles.miniButtonLeft))
|
||||
{
|
||||
VA_AssetBuilder.GeneratePlayData();
|
||||
VA_AssetBuilder.GenerateBuildData();
|
||||
}
|
||||
|
||||
if (GUILayout.Button("clear assets", EditorStyles.miniButtonRight))
|
||||
|
@ -10,46 +10,99 @@ 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;
|
||||
}
|
||||
|
||||
public int callbackOrder => 0;
|
||||
private static bool deleteGeneratedAssets = true;
|
||||
|
||||
private const string parentFolder = "Assets";
|
||||
private const string childFolder = "VA_AssetBuilder";
|
||||
private static string FolderPath => string.Format("{0}/{1}", parentFolder, childFolder);
|
||||
|
||||
public void OnPreprocessBuild(BuildReport report)
|
||||
{
|
||||
GeneratePlayData();
|
||||
Debug.Log("VA_AssetBuilder generated play data.");
|
||||
}
|
||||
|
||||
public void OnPostprocessBuild(BuildReport report)
|
||||
{
|
||||
if(!deleteGeneratedAssets)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ClearBuildData();
|
||||
Debug.Log("VA_AssetBuilder cleared play data.");
|
||||
}
|
||||
|
||||
private static void OnPlayModeEnter(PlayModeStateChange state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case PlayModeStateChange.EnteredEditMode:
|
||||
//ClearBuildData();
|
||||
//Debug.Log("VA_AssetBuilder cleared editor data.");
|
||||
if (ClearEditorPlayModeAssets)
|
||||
{
|
||||
ClearBuildData();
|
||||
}
|
||||
break;
|
||||
case PlayModeStateChange.ExitingEditMode:
|
||||
//GeneratePlayData();
|
||||
GenerateEditorData();
|
||||
if (GenerateEditorPlayModeAssets)
|
||||
{
|
||||
GenerateBuildData();
|
||||
}
|
||||
Debug.Log("VA_AssetBuilder generated editor data.");
|
||||
break;
|
||||
case PlayModeStateChange.EnteredPlayMode:
|
||||
@ -60,26 +113,32 @@ namespace TAO.VertexAnimation.Editor
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
public static void GenerateEditorData()
|
||||
#region BuildProcess
|
||||
public int callbackOrder => 0;
|
||||
|
||||
public void OnPreprocessBuild(BuildReport report)
|
||||
{
|
||||
string filter = string.Format("t:{0}", typeof(VA_AnimationBook).Name);
|
||||
string[] guids = AssetDatabase.FindAssets(filter);
|
||||
|
||||
foreach (var guid in guids)
|
||||
{
|
||||
VA_AnimationBook book = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), typeof(VA_AnimationBook)) as VA_AnimationBook;
|
||||
|
||||
// Generate run time data.
|
||||
//GenerateTextures(ref book);
|
||||
|
||||
// Assign run time data.
|
||||
ConvertEditorDataToPlayData(ref book);
|
||||
}
|
||||
GenerateBuildData();
|
||||
Debug.Log("VA_AssetBuilder generated play data.");
|
||||
}
|
||||
|
||||
[MenuItem("Assets/TAO Vertex Animation/Generate Build Data", false, 65)]
|
||||
public static void GeneratePlayData()
|
||||
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);
|
||||
@ -95,21 +154,16 @@ namespace TAO.VertexAnimation.Editor
|
||||
ConvertEditorDataToPlayData(ref book);
|
||||
|
||||
// Save them to disk.
|
||||
if (!AssetDatabase.IsValidFolder(FolderPath))
|
||||
if (!AssetDatabase.IsValidFolder(folderPath))
|
||||
{
|
||||
deleteGeneratedAssets = true;
|
||||
AssetDatabase.CreateFolder(parentFolder, childFolder);
|
||||
}
|
||||
else
|
||||
{
|
||||
deleteGeneratedAssets = false;
|
||||
}
|
||||
|
||||
// Generate run time data.
|
||||
List<string> savedAssets = new List<string>();
|
||||
foreach (var t in book.editorData.texture2DArray)
|
||||
{
|
||||
string assetPath = string.Format("{0}/{1}.asset", FolderPath, t.name);
|
||||
string assetPath = string.Format("{0}/{1}.asset", folderPath, t.name);
|
||||
|
||||
// Delete existing asset.
|
||||
if (!string.IsNullOrEmpty(AssetDatabase.AssetPathToGUID(assetPath)))
|
||||
@ -132,7 +186,7 @@ namespace TAO.VertexAnimation.Editor
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("Assets/TAO Vertex Animation/Clear Build Data", false, 66)]
|
||||
[MenuItem(editorMenuFolder + "/Clear Build Data", false, 66)]
|
||||
public static void ClearBuildData()
|
||||
{
|
||||
string filter = string.Format("t:{0}", typeof(VA_AnimationBook).Name);
|
||||
@ -146,14 +200,16 @@ namespace TAO.VertexAnimation.Editor
|
||||
}
|
||||
|
||||
// Remove generated assets from disk.
|
||||
if (AssetDatabase.IsValidFolder(FolderPath))
|
||||
if (AssetDatabase.IsValidFolder(folderPath))
|
||||
{
|
||||
AssetDatabase.DeleteAsset(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)
|
||||
{
|
||||
@ -323,6 +379,7 @@ namespace TAO.VertexAnimation.Editor
|
||||
}
|
||||
|
||||
book.playData.texture2DArray = book.editorData.texture2DArray;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user