VertexAnimation/Runtime/Scripts/VA_AnimationBook.cs
max b285831ef7 Auto fill, const asset store name
Auto fill, const asset store name.
2020-12-16 11:59:22 +01:00

218 lines
6.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TAO.VertexAnimation
{
[CreateAssetMenu(fileName = "new AnimationBook", menuName = "VA_Animation/AnimationBook", order = 400)]
public class VA_AnimationBook : ScriptableObject
{
public int maxFrames;
public List<TextureGroup> textureGroups = new List<TextureGroup>() { new TextureGroup { shaderParamName = "_PositionMap", textureType = TextureType.AnimationMap, wrapMode = TextureWrapMode.Repeat, filterMode = FilterMode.Point, isLinear = false } };
public List<VA_AnimationPage> animationPages = new List<VA_AnimationPage>();
public Material[] materials;
public List<Texture2DArray> texture2DArray = null;
public void Create()
{
GenerateTextures();
SetMaterials();
}
private void OnValidate()
{
// TODO: Check for naming conflicts and textures.
// TODO: Debug message box instead of debug logs.
}
private void ReferenceDuplicates()
{
for (int i = 0; i < textureGroups.Count; i++)
{
List<Texture2D> t = new List<Texture2D>();
for (int j = 0; j < animationPages.Count; j++)
{
// Check if exist.
if (!t.Contains(animationPages[j].textures[i].texture2D))
{
t.Add(animationPages[j].textures[i].texture2D);
}
// Add index reference.
animationPages[j].textures[i].textureArrayIndex = t.IndexOf(animationPages[j].textures[i].texture2D);
}
}
}
private void GenerateTextures()
{
ReferenceDuplicates();
texture2DArray.Clear();
for (int i = 0; i < textureGroups.Count; i++)
{
var t = GetTextures(i).ToArray();
if (VA_Texture2DArrayUtils.IsValidForTextureArray(t))
{
texture2DArray.Add(VA_Texture2DArrayUtils.CreateTextureArray(t, false, textureGroups[i].isLinear, textureGroups[i].wrapMode, textureGroups[i].filterMode, 1, name + textureGroups[i].shaderParamName));
}
}
}
private List<Texture2D> GetTextures(int textureIndex)
{
List<Texture2D> textures = new List<Texture2D>();
foreach (var ap in animationPages)
{
// Check if exist.
if (!textures.Contains(ap.textures[textureIndex].texture2D))
{
textures.Add(ap.textures[textureIndex].texture2D);
}
}
return textures;
}
private void SetMaterials()
{
if (materials != null)
{
foreach (Material mat in materials)
{
if (mat != null)
{
if (mat.HasProperty("_MaxFrames"))
{
mat.SetFloat("_MaxFrames", maxFrames);
}
for (int i = 0; i < texture2DArray.Count; i++)
{
if (mat.HasProperty(textureGroups[i].shaderParamName))
{
mat.SetTexture(textureGroups[i].shaderParamName, texture2DArray[i]);
}
}
}
}
}
}
public List<VA_AnimationData> GetAnimationData()
{
List<VA_AnimationData> data = new List<VA_AnimationData>();
foreach (var ap in animationPages)
{
data.Add(new VA_AnimationData
{
name = ap.name,
frames = ap.frames,
maxFrames = maxFrames,
frameTime = 1.0f / maxFrames,
duration = 1.0f / maxFrames * ap.frames,
animationMapIndex = GetFirstAnimationMapIndex(in ap.textures),
colorMapIndex = GetFirstColorMapIndex(in ap.textures)
});
}
return data;
}
private int GetFirstAnimationMapIndex(in List<TextureEntry> textures)
{
for (int i = 0; i < textureGroups.Count; i++)
{
if(textureGroups[i].textureType == TextureType.AnimationMap)
{
return textures[i].textureArrayIndex;
}
}
return -1;
}
private int GetFirstColorMapIndex(in List<TextureEntry> textures)
{
for (int i = 0; i < textureGroups.Count; i++)
{
if (textureGroups[i].textureType == TextureType.ColorMap)
{
return textures[i].textureArrayIndex;
}
}
return -1;
}
// Auto fill names and frames.
public void AutoFill()
{
if (animationPages != null)
{
for (int i = 0; i < animationPages.Count; i++)
{
VA_AnimationPage ap = 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;
}
}
}
}
animationPages[i] = ap;
}
}
}
}
[System.Serializable]
public struct VA_AnimationPage
{
public string name;
public int frames;
public List<TextureEntry> textures;
}
[System.Serializable]
public struct TextureGroup
{
public string shaderParamName;
public TextureType textureType;
public TextureWrapMode wrapMode;
public FilterMode filterMode;
public bool isLinear;
}
[System.Serializable]
public class TextureEntry
{
public Texture2D texture2D = null;
public int textureArrayIndex = -1;
}
public enum TextureType
{
AnimationMap,
ColorMap
}
}