VertexAnimation/Editor/Scripts/VA_AssetBuilder.cs
max ae2d67d23d AssetBuilder Menu
Added editor menus to control, generate and clear the generated assets.
2020-12-27 18:09:11 +01:00

386 lines
14 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;
}
}
}
}
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
{
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
}
}