using System.Collections.Generic; using UnityEngine; using UnityEditor; using UnityEditor.Build; using UnityEditor.Build.Reporting; using Unity.Collections; namespace TAO.VertexAnimation.Editor { [InitializeOnLoad] public class VA_AssetBuilder : IPreprocessBuildWithReport, IPostprocessBuildWithReport { 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 savedAssets = new List(); 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(); 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 t = new List(); 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 GetTextures(ref VA_AnimationBook book, int textureIndex) { List textures = new List(); 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(); for (int i = 0; i < book.editorData.textureGroups.Count; i++) { var t = GetTextures(ref book, i).ToArray(); if (VA_Texture2DArrayUtils.IsValidForTextureArray(t)) { book.editorData.texture2DArray.Add(VA_Texture2DArrayUtils.CreateTextureArray(t, false, book.editorData.textureGroups[i].isLinear, book.editorData.textureGroups[i].wrapMode, book.editorData.textureGroups[i].filterMode, 1, book.name + book.editorData.textureGroups[i].shaderParamName)); } } } // Auto fill names and frames. public static void AutoFill(ref VA_AnimationBook book) { if (book.editorData.animationPages != null) { for (int i = 0; i < book.editorData.animationPages.Count; i++) { VA_AnimationBook.EditorAnimationPage ap = book.editorData.animationPages[i]; if (ap.textures != null && ap.textures.Count > 0) { string textureName = ap.textures[0].texture2D.name; string[] parts = textureName.Split('_'); foreach (var p in parts) { if (p.StartsWith("N-")) { ap.name = p.Remove(0, 2); } else if (p.StartsWith("F-")) { if (int.TryParse(p.Remove(0, 2), out int frames)) { ap.frames = frames; } } } } book.editorData.animationPages[i] = ap; } } } public static int GetFirstAnimationMapIndex(in List textures, in List 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 textures, in List textureGroups) { for (int i = 0; i < textureGroups.Count; i++) { if (textureGroups[i].textureType == VA_AnimationBook.TextureType.ColorMap) { return textures[i].textureArrayIndex; } } return -1; } // Convert editor data into play data. // NOTE: Textures need to be assigned with stored ones on build. public static void ConvertEditorDataToPlayData(ref VA_AnimationBook book) { book.playData = new VA_AnimationBook.PlayData { maxFrames = book.editorData.maxFrames, materials = book.editorData.materials }; foreach (var tg in book.editorData.textureGroups) { book.playData.textureGroups.Add(new VA_AnimationBook.PlayTextureGroup { shaderParamName = tg.shaderParamName, textureType = tg.textureType }); } foreach (var ap in book.editorData.animationPages) { // NOTE: for some reason FixedString32 data gets lost when entering play mode. // That is why this is here... and also the animationPages... //book.playData.animations.Add(new VA_AnimationData //{ // name = ap.name, // frames = ap.frames, // maxFrames = book.editorData.maxFrames, // frameTime = 1.0f / book.editorData.maxFrames, // duration = 1.0f / book.editorData.maxFrames * ap.frames, // animationMapIndex = GetFirstAnimationMapIndex(in ap.textures, in book.editorData.textureGroups), // colorMapIndex = GetFirstColorMapIndex(in ap.textures, in book.editorData.textureGroups) //}); var pap = new VA_AnimationBook.PlayAnimationPage { name = ap.name, frames = ap.frames, textures = new List() }; 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 } }