mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-14 00:05:35 +01:00
401 lines
15 KiB
C#
401 lines
15 KiB
C#
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<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
|
|
}
|
|
}
|