This commit is contained in:
Bruno Rybársky 2021-06-13 10:28:03 +02:00
parent eb70603c85
commit df2d24cbd3
7487 changed files with 943244 additions and 0 deletions

6
.vsconfig Normal file

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Other similar extension points exist, see Microsoft.Common.targets.
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@ -0,0 +1,124 @@
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using Random = UnityEngine.Random;
using UnityEditor;
namespace AnimationImporter
{
[InitializeOnLoad]
public class AnimationAssetPostprocessor : AssetPostprocessor
{
private static List<string> _assetsMarkedForImport = new List<string>();
private static EditorApplication.CallbackFunction _importDelegate;
private static bool _editorIsInUserMode = false;
// ================================================================================
// static constructor
// --------------------------------------------------------------------------------
static AnimationAssetPostprocessor()
{
EditorApplication.update += EditorApplicationRunOnce;
}
static void EditorApplicationRunOnce()
{
EditorApplication.update -= EditorApplicationRunOnce;
_editorIsInUserMode = true;
}
// ================================================================================
// unity methods
// --------------------------------------------------------------------------------
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath)
{
// skip automatic import on opening a project since this might create a few unexpected issues, including broken preview images
if (!_editorIsInUserMode)
{
return;
}
AnimationImporter importer = AnimationImporter.Instance;
if (importer == null)
{
return;
}
// Do not create shared config during AssetPostprocess, or else it will recreate an empty config
importer.LoadUserConfig();
// If no config exists, they can't have set up automatic importing so just return out.
if (importer.sharedData == null)
{
return;
}
if (importer.sharedData.automaticImporting)
{
List<string> markedAssets = new List<string>();
foreach (string asset in importedAssets)
{
if (AnimationImporter.IsValidAsset(asset))
{
MarkAssetForImport(asset, markedAssets);
}
}
if (markedAssets.Count > 0)
{
_assetsMarkedForImport.Clear();
_assetsMarkedForImport.AddRange(markedAssets);
if (_importDelegate == null)
{
_importDelegate = new EditorApplication.CallbackFunction(ImportAssets);
}
// Subscribe to callback
EditorApplication.update = Delegate.Combine(EditorApplication.update, _importDelegate) as EditorApplication.CallbackFunction;
}
}
}
// ================================================================================
// private methods
// --------------------------------------------------------------------------------
private static void MarkAssetForImport(string asset, List<string> markedAssets)
{
AnimationImporter importer = AnimationImporter.Instance;
if (!importer.canImportAnimations)
{
return;
}
if ((AnimationImporter.HasCustomReImport != null && AnimationImporter.HasCustomReImport(asset))
|| importer.HasExistingAnimatorController(asset)
|| importer.HasExistingAnimatorOverrideController(asset))
{
markedAssets.Add(asset);
}
}
private static void ImportAssets()
{
// Unsubscribe from callback
EditorApplication.update = Delegate.Remove(EditorApplication.update, _importDelegate as EditorApplication.CallbackFunction) as EditorApplication.CallbackFunction;
AssetDatabase.Refresh();
AnimationImporter importer = AnimationImporter.Instance;
importer.AutomaticReImport(_assetsMarkedForImport.ToArray());
_assetsMarkedForImport.Clear();
}
}
}

@ -0,0 +1,154 @@
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using System.IO;
namespace AnimationImporter
{
public class AnimationImportJob
{
private string _assetPath;
public string name { get { return Path.GetFileNameWithoutExtension(fileName); } }
public string fileName { get { return Path.GetFileName(_assetPath); } }
public string assetDirectory { get { return GetBasePath(_assetPath); } }
private string _directoryPathForSprites = "";
public string directoryPathForSprites
{
get
{
if (!Directory.Exists(_directoryPathForSprites))
{
Directory.CreateDirectory(_directoryPathForSprites);
}
return _directoryPathForSprites;
}
set
{
_directoryPathForSprites = value;
}
}
private string _directoryPathForAnimations = "";
public string directoryPathForAnimations
{
get
{
if (!Directory.Exists(_directoryPathForAnimations))
{
Directory.CreateDirectory(_directoryPathForAnimations);
}
return _directoryPathForAnimations;
}
set
{
_directoryPathForAnimations = value;
}
}
private string _directoryPathForAnimationControllers = "";
public string directoryPathForAnimationControllers
{
get
{
if (!Directory.Exists(_directoryPathForAnimationControllers))
{
Directory.CreateDirectory(_directoryPathForAnimationControllers);
}
return _directoryPathForAnimationControllers;
}
set
{
_directoryPathForAnimationControllers = value;
}
}
public string imageAssetFilename
{
get
{
return directoryPathForSprites + "/" + name + ".png";
}
}
private string _sheetConfigParameter = "--sheet-pack";
public string sheetConfigParameter
{
get
{
return _sheetConfigParameter;
}
set
{
_sheetConfigParameter = value;
}
}
public PreviousImportSettings previousImportSettings = null;
// additional import settings
public string additionalCommandLineArguments = null;
public bool createUnityAnimations = true;
public ImportAnimatorController importAnimatorController = ImportAnimatorController.None;
public bool useExistingAnimatorController = false;
// ================================================================================
// constructor
// --------------------------------------------------------------------------------
public AnimationImportJob(string assetPath)
{
_assetPath = assetPath;
}
// ================================================================================
// progress
// --------------------------------------------------------------------------------
public delegate void ProgressUpdatedDelegate(float progress);
public event ProgressUpdatedDelegate progressUpdated;
private float _progress = 0;
public float progress
{
get
{
return _progress;
}
}
public void SetProgress(float progress)
{
_progress = progress;
if (progressUpdated != null)
{
progressUpdated(_progress);
}
}
// ================================================================================
// private methods
// --------------------------------------------------------------------------------
private string GetBasePath(string path)
{
string extension = Path.GetExtension(path);
if (extension.Length > 0 && extension[0] == '.')
{
extension = extension.Remove(0, 1);
}
string fileName = Path.GetFileNameWithoutExtension(path);
string lastPart = "/" + fileName + "." + extension;
return path.Replace(lastPart, "");
}
}
}

@ -0,0 +1,728 @@
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using System.IO;
using UnityEditor.Animations;
using System.Linq;
using AnimationImporter.Aseprite;
namespace AnimationImporter
{
public class AnimationImporter
{
// ================================================================================
// Singleton
// --------------------------------------------------------------------------------
private static AnimationImporter _instance = null;
public static AnimationImporter Instance
{
get
{
if (_instance == null)
{
_instance = new AnimationImporter();
}
return _instance;
}
}
// ================================================================================
// delegates
// --------------------------------------------------------------------------------
public delegate ImportedAnimationSheet ImportDelegate(AnimationImportJob job, AnimationImporterSharedConfig config);
public delegate bool CustomReImportDelegate(string fileName);
public static CustomReImportDelegate HasCustomReImport = null;
public static CustomReImportDelegate HandleCustomReImport = null;
public delegate void ChangeImportJob(AnimationImportJob job);
// ================================================================================
// const
// --------------------------------------------------------------------------------
private const string PREFS_PREFIX = "ANIMATION_IMPORTER_";
private const string SHARED_CONFIG_PATH = "Assets/Resources/AnimationImporter/AnimationImporterConfig.asset";
// ================================================================================
// user values
// --------------------------------------------------------------------------------
string _asepritePath = "";
public string asepritePath
{
get
{
return _asepritePath;
}
set
{
if (_asepritePath != value)
{
_asepritePath = value;
SaveUserConfig();
}
}
}
private RuntimeAnimatorController _baseController = null;
public RuntimeAnimatorController baseController
{
get
{
return _baseController;
}
set
{
if (_baseController != value)
{
_baseController = value;
SaveUserConfig();
}
}
}
private AnimationImporterSharedConfig _sharedData;
public AnimationImporterSharedConfig sharedData
{
get
{
return _sharedData;
}
}
// ================================================================================
// Importer Plugins
// --------------------------------------------------------------------------------
private static Dictionary<string, IAnimationImporterPlugin> _importerPlugins = new Dictionary<string, IAnimationImporterPlugin>();
public static void RegisterImporter(IAnimationImporterPlugin importer, params string[] extensions)
{
foreach (var extension in extensions)
{
_importerPlugins[extension] = importer;
}
}
// ================================================================================
// validation
// --------------------------------------------------------------------------------
// this was used in the past, might be again in the future, so leave it here
public bool canImportAnimations
{
get
{
return true;
}
}
public bool canImportAnimationsForOverrideController
{
get
{
return canImportAnimations && _baseController != null;
}
}
// ================================================================================
// save and load user values
// --------------------------------------------------------------------------------
public void LoadOrCreateUserConfig()
{
LoadPreferences();
_sharedData = ScriptableObjectUtility.LoadOrCreateSaveData<AnimationImporterSharedConfig>(SHARED_CONFIG_PATH);
}
public void LoadUserConfig()
{
LoadPreferences();
_sharedData = ScriptableObjectUtility.LoadSaveData<AnimationImporterSharedConfig>(SHARED_CONFIG_PATH);
}
private void LoadPreferences()
{
if (PlayerPrefs.HasKey(PREFS_PREFIX + "asepritePath"))
{
_asepritePath = PlayerPrefs.GetString(PREFS_PREFIX + "asepritePath");
}
else
{
_asepritePath = AsepriteImporter.standardApplicationPath;
if (!File.Exists(_asepritePath))
_asepritePath = "";
}
if (PlayerPrefs.HasKey(PREFS_PREFIX + "baseControllerPath"))
{
string baseControllerPath = PlayerPrefs.GetString(PREFS_PREFIX + "baseControllerPath");
if (!string.IsNullOrEmpty(baseControllerPath))
{
_baseController = AssetDatabase.LoadAssetAtPath<RuntimeAnimatorController>(baseControllerPath);
}
}
}
private void SaveUserConfig()
{
PlayerPrefs.SetString(PREFS_PREFIX + "asepritePath", _asepritePath);
if (_baseController != null)
{
PlayerPrefs.SetString(PREFS_PREFIX + "baseControllerPath", AssetDatabase.GetAssetPath(_baseController));
}
else
{
PlayerPrefs.SetString(PREFS_PREFIX + "baseControllerPath", "");
}
}
// ================================================================================
// import methods
// --------------------------------------------------------------------------------
public void ImportAssets(DefaultAsset[] assets, ImportAnimatorController importAnimatorController = ImportAnimatorController.None)
{
List<AnimationImportJob> jobs = new List<AnimationImportJob>();
foreach (var asset in assets)
{
string assetPath = AssetDatabase.GetAssetPath(asset);
if (!IsValidAsset(assetPath))
{
continue;
}
AnimationImportJob job = CreateAnimationImportJob(assetPath);
job.importAnimatorController = importAnimatorController;
jobs.Add(job);
}
Import(jobs.ToArray());
}
/// <summary>
/// can be used by custom import pipeline
/// </summary>
public ImportedAnimationSheet ImportSpritesAndAnimationSheet(
string assetPath,
ChangeImportJob changeImportJob = null,
string additionalCommandLineArguments = null
)
{
// making sure config is valid
if (sharedData == null)
{
LoadOrCreateUserConfig();
}
if (!IsValidAsset(assetPath))
{
return null;
}
// create a job
AnimationImportJob job = CreateAnimationImportJob(assetPath, additionalCommandLineArguments);
job.createUnityAnimations = false;
if (changeImportJob != null)
{
changeImportJob(job);
}
return ImportJob(job);
}
private void Import(AnimationImportJob[] jobs)
{
if (jobs == null || jobs.Length == 0)
{
return;
}
float progressPerJob = 1f / jobs.Length;
try
{
for (int i = 0; i < jobs.Length; i++)
{
AnimationImportJob job = jobs[i];
job.progressUpdated += (float progress) => {
float completeProgress = i * progressPerJob + progress * progressPerJob;
EditorUtility.DisplayProgressBar("Import", job.name, completeProgress);
};
ImportJob(job);
}
AssetDatabase.Refresh();
}
catch (Exception error)
{
Debug.LogWarning(error.ToString());
throw;
}
EditorUtility.ClearProgressBar();
}
private ImportedAnimationSheet ImportJob(AnimationImportJob job)
{
job.SetProgress(0);
IAnimationImporterPlugin importer = _importerPlugins[GetExtension(job.fileName)];
ImportedAnimationSheet animationSheet = importer.Import(job, sharedData);
job.SetProgress(0.3f);
if (animationSheet != null)
{
animationSheet.assetDirectory = job.assetDirectory;
animationSheet.name = job.name;
animationSheet.ApplySpriteNamingScheme(sharedData.spriteNamingScheme);
CreateSprites(animationSheet, job);
job.SetProgress(0.6f);
if (job.createUnityAnimations)
{
CreateAnimations(animationSheet, job);
job.SetProgress(0.8f);
if (job.importAnimatorController == ImportAnimatorController.AnimatorController)
{
CreateAnimatorController(animationSheet);
}
else if (job.importAnimatorController == ImportAnimatorController.AnimatorOverrideController)
{
CreateAnimatorOverrideController(animationSheet, job.useExistingAnimatorController);
}
}
}
return animationSheet;
}
// ================================================================================
// create animator controllers
// --------------------------------------------------------------------------------
private void CreateAnimatorController(ImportedAnimationSheet animations)
{
AnimatorController controller;
string directory = sharedData.animationControllersTargetLocation.GetAndEnsureTargetDirectory(animations.assetDirectory);
// check if controller already exists; use this to not loose any references to this in other assets
string pathForAnimatorController = directory + "/" + animations.name + ".controller";
controller = AssetDatabase.LoadAssetAtPath<AnimatorController>(pathForAnimatorController);
if (controller == null)
{
// create a new controller and place every animation as a state on the first layer
controller = AnimatorController.CreateAnimatorControllerAtPath(pathForAnimatorController);
controller.AddLayer("Default");
foreach (var animation in animations.animations)
{
AnimatorState state = controller.layers[0].stateMachine.AddState(animation.name);
state.motion = animation.animationClip;
}
}
else
{
// look at all states on the first layer and replace clip if state has the same name
var childStates = controller.layers[0].stateMachine.states;
foreach (var childState in childStates)
{
AnimationClip clip = animations.GetClip(childState.state.name);
if (clip != null)
childState.state.motion = clip;
}
}
EditorUtility.SetDirty(controller);
AssetDatabase.SaveAssets();
}
private void CreateAnimatorOverrideController(ImportedAnimationSheet animations, bool useExistingBaseController = false)
{
AnimatorOverrideController overrideController;
string directory = sharedData.animationControllersTargetLocation.GetAndEnsureTargetDirectory(animations.assetDirectory);
// check if override controller already exists; use this to not loose any references to this in other assets
string pathForOverrideController = directory + "/" + animations.name + ".overrideController";
overrideController = AssetDatabase.LoadAssetAtPath<AnimatorOverrideController>(pathForOverrideController);
RuntimeAnimatorController baseController = _baseController;
if (useExistingBaseController && overrideController.runtimeAnimatorController != null)
{
baseController = overrideController.runtimeAnimatorController;
}
if (baseController != null)
{
if (overrideController == null)
{
overrideController = new AnimatorOverrideController();
AssetDatabase.CreateAsset(overrideController, pathForOverrideController);
}
overrideController.runtimeAnimatorController = baseController;
// set override clips
#if UNITY_5_6_OR_NEWER
var clipPairs = new List<KeyValuePair<AnimationClip, AnimationClip>>(overrideController.overridesCount);
overrideController.GetOverrides(clipPairs);
foreach (var pair in clipPairs)
{
string animationName = pair.Key.name;
AnimationClip clip = animations.GetClipOrSimilar(animationName);
overrideController[animationName] = clip;
}
#else
var clipPairs = overrideController.clips;
for (int i = 0; i < clipPairs.Length; i++)
{
string animationName = clipPairs[i].originalClip.name;
AnimationClip clip = animations.GetClipOrSimilar(animationName);
clipPairs[i].overrideClip = clip;
}
overrideController.clips = clipPairs;
#endif
EditorUtility.SetDirty(overrideController);
}
else
{
Debug.LogWarning("No Animator Controller found as a base for the Override Controller");
}
}
// ================================================================================
// create sprites and animations
// --------------------------------------------------------------------------------
private void CreateAnimations(ImportedAnimationSheet animationSheet, AnimationImportJob job)
{
if (animationSheet == null)
{
return;
}
string imageAssetFilename = job.imageAssetFilename;
if (animationSheet.hasAnimations)
{
string targetPath = _sharedData.animationsTargetLocation.GetAndEnsureTargetDirectory(animationSheet.assetDirectory);
CreateAnimationAssets(animationSheet, imageAssetFilename, targetPath);
}
}
private void CreateAnimationAssets(ImportedAnimationSheet animationInfo, string imageAssetFilename, string pathForAnimations)
{
string masterName = Path.GetFileNameWithoutExtension(imageAssetFilename);
foreach (var animation in animationInfo.animations)
{
animationInfo.CreateAnimation(animation, pathForAnimations, masterName, sharedData.targetObjectType);
}
}
private void CreateSprites(ImportedAnimationSheet animationSheet, AnimationImportJob job)
{
if (animationSheet == null)
{
return;
}
string imageAssetFile = job.imageAssetFilename;
TextureImporter importer = AssetImporter.GetAtPath(imageAssetFile) as TextureImporter;
// apply texture import settings if there are no previous ones
if (!animationSheet.hasPreviousTextureImportSettings)
{
importer.textureType = TextureImporterType.Sprite;
importer.spritePixelsPerUnit = sharedData.spritePixelsPerUnit;
importer.mipmapEnabled = false;
importer.filterMode = FilterMode.Point;
#if UNITY_5_5_OR_NEWER
importer.textureCompression = TextureImporterCompression.Uncompressed;
#else
importer.textureFormat = TextureImporterFormat.AutomaticTruecolor;
#endif
}
// create sub sprites for this file according to the AsepriteAnimationInfo
importer.spritesheet = animationSheet.GetSpriteSheet(
sharedData.spriteAlignment,
sharedData.spriteAlignmentCustomX,
sharedData.spriteAlignmentCustomY);
// reapply old import settings (pivot settings for sprites)
if (animationSheet.hasPreviousTextureImportSettings)
{
animationSheet.previousImportSettings.ApplyPreviousTextureImportSettings(importer);
}
// these values will be set in any case, not influenced by previous import settings
importer.spriteImportMode = SpriteImportMode.Multiple;
importer.maxTextureSize = animationSheet.maxTextureSize;
EditorUtility.SetDirty(importer);
try
{
importer.SaveAndReimport();
}
catch (Exception e)
{
Debug.LogWarning("There was a problem with applying settings to the generated sprite file: " + e.ToString());
}
AssetDatabase.ImportAsset(imageAssetFile, ImportAssetOptions.ForceUpdate);
Sprite[] createdSprites = GetAllSpritesFromAssetFile(imageAssetFile);
animationSheet.ApplyCreatedSprites(createdSprites);
}
private static Sprite[] GetAllSpritesFromAssetFile(string imageFilename)
{
var assets = AssetDatabase.LoadAllAssetsAtPath(imageFilename);
// make sure we only grab valid sprites here
List<Sprite> sprites = new List<Sprite>();
foreach (var item in assets)
{
if (item is Sprite)
{
sprites.Add(item as Sprite);
}
}
return sprites.ToArray();
}
// ================================================================================
// querying existing assets
// --------------------------------------------------------------------------------
// check if this is a valid file; we are only looking at the file extension here
public static bool IsValidAsset(string path)
{
string extension = GetExtension(path);
if (!string.IsNullOrEmpty(path))
{
if (_importerPlugins.ContainsKey(extension))
{
IAnimationImporterPlugin importer = _importerPlugins[extension];
if (importer != null)
{
return importer.IsValid();
}
}
}
return false;
}
// check if there is a configured importer for the specified extension
public static bool IsConfiguredForAssets(DefaultAsset[] assets)
{
foreach(var asset in assets)
{
string assetPath = AssetDatabase.GetAssetPath(asset);
string extension = GetExtension(assetPath);
if (!string.IsNullOrEmpty(assetPath))
{
if (_importerPlugins.ContainsKey(extension))
{
IAnimationImporterPlugin importer = _importerPlugins[extension];
if (importer != null)
{
if(!importer.IsConfigured())
{
return false;
}
}
}
}
}
return true;
}
private static string GetExtension(string path)
{
if (string.IsNullOrEmpty(path))
{
return null;
}
string extension = Path.GetExtension(path);
if (extension.StartsWith("."))
{
extension = extension.Remove(0, 1);
}
return extension;
}
public bool HasExistingRuntimeAnimatorController(string assetPath)
{
return HasExistingAnimatorController(assetPath) || HasExistingAnimatorOverrideController(assetPath);
}
public bool HasExistingAnimatorController(string assetPath)
{
return GetExistingAnimatorController(assetPath) != null;
}
public bool HasExistingAnimatorOverrideController(string assetPath)
{
return GetExistingAnimatorOverrideController(assetPath) != null;
}
public RuntimeAnimatorController GetExistingRuntimeAnimatorController(string assetPath)
{
AnimatorController animatorController = GetExistingAnimatorController(assetPath);
if (animatorController != null)
{
return animatorController;
}
return GetExistingAnimatorOverrideController(assetPath);
}
public AnimatorController GetExistingAnimatorController(string assetPath)
{
string name = Path.GetFileNameWithoutExtension(assetPath);
string basePath = GetBasePath(assetPath);
string targetDirectory = sharedData.animationControllersTargetLocation.GetTargetDirectory(basePath);
string pathForController = targetDirectory + "/" + name + ".controller";
AnimatorController controller = AssetDatabase.LoadAssetAtPath<AnimatorController>(pathForController);
return controller;
}
public AnimatorOverrideController GetExistingAnimatorOverrideController(string assetPath)
{
string name = Path.GetFileNameWithoutExtension(assetPath);
string basePath = GetBasePath(assetPath);
string targetDirectory = sharedData.animationControllersTargetLocation.GetTargetDirectory(basePath);
string pathForController = targetDirectory + "/" + name + ".overrideController";
AnimatorOverrideController controller = AssetDatabase.LoadAssetAtPath<AnimatorOverrideController>(pathForController);
return controller;
}
// ================================================================================
// automatic ReImport
// --------------------------------------------------------------------------------
/// <summary>
/// will be called by the AssetPostProcessor
/// </summary>
public void AutomaticReImport(string[] assetPaths)
{
if (sharedData == null)
{
LoadOrCreateUserConfig();
}
List<AnimationImportJob> jobs = new List<AnimationImportJob>();
foreach (var assetPath in assetPaths)
{
if (string.IsNullOrEmpty(assetPath))
{
continue;
}
if (HandleCustomReImport != null && HandleCustomReImport(assetPath))
{
continue;
}
AnimationImportJob job = CreateAnimationImportJob(assetPath);
if (job != null)
{
if (HasExistingAnimatorController(assetPath))
{
job.importAnimatorController = ImportAnimatorController.AnimatorController;
}
else if (HasExistingAnimatorOverrideController(assetPath))
{
job.importAnimatorController = ImportAnimatorController.AnimatorOverrideController;
job.useExistingAnimatorController = true;
}
jobs.Add(job);
}
}
Import(jobs.ToArray());
}
// ================================================================================
// private methods
// --------------------------------------------------------------------------------
private AnimationImportJob CreateAnimationImportJob(string assetPath, string additionalCommandLineArguments = "")
{
AnimationImportJob importJob = new AnimationImportJob(assetPath);
importJob.additionalCommandLineArguments = additionalCommandLineArguments;
importJob.directoryPathForSprites = _sharedData.spritesTargetLocation.GetTargetDirectory(importJob.assetDirectory);
importJob.directoryPathForAnimations = _sharedData.animationsTargetLocation.GetTargetDirectory(importJob.assetDirectory);
importJob.directoryPathForAnimationControllers = _sharedData.animationControllersTargetLocation.GetTargetDirectory(importJob.assetDirectory);
// we analyze import settings on existing files
importJob.previousImportSettings = CollectPreviousImportSettings(importJob);
return importJob;
}
private PreviousImportSettings CollectPreviousImportSettings(AnimationImportJob importJob)
{
PreviousImportSettings previousImportSettings = new PreviousImportSettings();
previousImportSettings.GetTextureImportSettings(importJob.imageAssetFilename);
return previousImportSettings;
}
private string GetBasePath(string path)
{
string extension = Path.GetExtension(path);
if (extension.Length > 0 && extension[0] == '.')
{
extension = extension.Remove(0, 1);
}
string fileName = Path.GetFileNameWithoutExtension(path);
string lastPart = "/" + fileName + "." + extension;
return path.Replace(lastPart, "");
}
}
}

@ -0,0 +1,432 @@
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using Random = UnityEngine.Random;
using UnityEditor;
using System.IO;
using AnimationImporter.Boomlagoon.JSON;
using UnityEditor.Animations;
using System.Linq;
namespace AnimationImporter
{
public class AnimationImporterWindow : EditorWindow
{
// ================================================================================
// private
// --------------------------------------------------------------------------------
private AnimationImporter importer
{
get
{
return AnimationImporter.Instance;
}
}
private GUIStyle _dropBoxStyle;
private GUIStyle _infoTextStyle;
private string _nonLoopingAnimationEnterValue = "";
private Vector2 _scrollPos = Vector2.zero;
// ================================================================================
// menu entry
// --------------------------------------------------------------------------------
[MenuItem("Window/Animation Importer")]
public static void ImportAnimationsMenu()
{
GetWindow(typeof(AnimationImporterWindow), false, "Anim Importer");
}
// ================================================================================
// unity methods
// --------------------------------------------------------------------------------
public void OnEnable()
{
importer.LoadOrCreateUserConfig();
}
public void OnGUI()
{
CheckGUIStyles();
if (importer.canImportAnimations)
{
_scrollPos = GUILayout.BeginScrollView(_scrollPos);
EditorGUILayout.Space();
ShowAnimationsGUI();
GUILayout.Space(25f);
ShowAnimatorControllerGUI();
GUILayout.Space(25f);
ShowAnimatorOverrideControllerGUI();
GUILayout.Space(25f);
ShowUserConfig();
GUILayout.EndScrollView();
}
else
{
EditorGUILayout.Space();
ShowHeadline("Select Aseprite Application");
EditorGUILayout.Space();
ShowAsepriteApplicationSelection();
EditorGUILayout.Space();
GUILayout.Label("Aseprite has to be installed on this machine because the Importer calls Aseprite through the command line for creating images and getting animation data.", _infoTextStyle);
}
}
// ================================================================================
// GUI methods
// --------------------------------------------------------------------------------
private void CheckGUIStyles()
{
if (_dropBoxStyle == null)
{
GetBoxStyle();
}
if (_infoTextStyle == null)
{
GetTextInfoStyle();
}
}
private void GetBoxStyle()
{
_dropBoxStyle = new GUIStyle(EditorStyles.helpBox);
_dropBoxStyle.alignment = TextAnchor.MiddleCenter;
}
private void GetTextInfoStyle()
{
_infoTextStyle = new GUIStyle(EditorStyles.label);
_infoTextStyle.wordWrap = true;
}
private void ShowUserConfig()
{
if (importer == null || importer.sharedData == null)
{
return;
}
ShowHeadline("Config");
/*
Aseprite Application
*/
ShowAsepriteApplicationSelection();
GUILayout.Space(5f);
/*
sprite values
*/
importer.sharedData.targetObjectType = (AnimationTargetObjectType)EditorGUILayout.EnumPopup("Target Object", importer.sharedData.targetObjectType);
importer.sharedData.spriteAlignment = (SpriteAlignment)EditorGUILayout.EnumPopup("Sprite Alignment", importer.sharedData.spriteAlignment);
if (importer.sharedData.spriteAlignment == SpriteAlignment.Custom)
{
importer.sharedData.spriteAlignmentCustomX = EditorGUILayout.Slider("x", importer.sharedData.spriteAlignmentCustomX, 0, 1f);
importer.sharedData.spriteAlignmentCustomY = EditorGUILayout.Slider("y", importer.sharedData.spriteAlignmentCustomY, 0, 1f);
}
importer.sharedData.spritePixelsPerUnit = EditorGUILayout.FloatField("Sprite Pixels per Unit", importer.sharedData.spritePixelsPerUnit);
GUILayout.Space(5f);
ShowTargetLocationOptions("Sprites", importer.sharedData.spritesTargetLocation);
ShowTargetLocationOptions("Animations", importer.sharedData.animationsTargetLocation);
ShowTargetLocationOptions("AnimationController", importer.sharedData.animationControllersTargetLocation);
GUILayout.Space(5f);
importer.sharedData.spriteNamingScheme = (SpriteNamingScheme)EditorGUILayout.IntPopup("Sprite Naming Scheme",
(int)importer.sharedData.spriteNamingScheme,
SpriteNaming.namingSchemesDisplayValues, SpriteNaming.namingSchemesValues);
GUILayout.Space(25f);
ShowHeadline("Automatic Import");
EditorGUILayout.BeginHorizontal();
importer.sharedData.automaticImporting = EditorGUILayout.Toggle("Automatic Import", importer.sharedData.automaticImporting);
EditorGUILayout.EndHorizontal();
EditorGUILayout.LabelField("Looks for existing Animation Controller with same name.");
/*
animations that do not loop
*/
GUILayout.Space(25f);
ShowHeadline("Non-looping Animations");
for (int i = 0; i < importer.sharedData.animationNamesThatDoNotLoop.Count; i++)
{
GUILayout.BeginHorizontal();
GUILayout.Label(importer.sharedData.animationNamesThatDoNotLoop[i]);
bool doDelete = GUILayout.Button("Delete");
GUILayout.EndHorizontal();
if (doDelete)
{
importer.sharedData.RemoveAnimationThatDoesNotLoop(i);
break;
}
}
EditorGUILayout.Space();
GUILayout.BeginHorizontal();
GUILayout.Label("Add ");
_nonLoopingAnimationEnterValue = EditorGUILayout.TextField(_nonLoopingAnimationEnterValue);
if (GUILayout.Button("Enter"))
{
if (importer.sharedData.AddAnimationThatDoesNotLoop(_nonLoopingAnimationEnterValue))
{
_nonLoopingAnimationEnterValue = "";
}
}
GUILayout.EndHorizontal();
EditorGUILayout.LabelField("Enter Part of the Animation Name or a Regex Expression.");
if (GUI.changed)
{
EditorUtility.SetDirty(importer.sharedData);
}
}
private void ShowTargetLocationOptions(string label, AssetTargetLocation targetLocation)
{
EditorGUILayout.BeginHorizontal();
GUILayout.Label(label, GUILayout.Width(130f));
targetLocation.locationType = (AssetTargetLocationType)EditorGUILayout.EnumPopup(targetLocation.locationType, GUILayout.Width(130f));
bool prevEnabled = GUI.enabled;
GUI.enabled = targetLocation.locationType == AssetTargetLocationType.GlobalDirectory;
string globalDirectory = targetLocation.globalDirectory;
if (GUILayout.Button("Select", GUILayout.Width(50f)))
{
var startDirectory = globalDirectory;
if (!Directory.Exists(startDirectory))
{
startDirectory = Application.dataPath;
}
startDirectory = Application.dataPath;
var path = EditorUtility.OpenFolderPanel("Select Target Location", globalDirectory, "");
if (!string.IsNullOrEmpty(path) && AssetDatabase.IsValidFolder(AssetDatabaseUtility.GetAssetPath(path)))
{
targetLocation.globalDirectory = AssetDatabaseUtility.GetAssetPath(path);
}
}
if (targetLocation.locationType == AssetTargetLocationType.GlobalDirectory)
{
string displayDirectory = "/" + globalDirectory;
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
GUILayout.Label(displayDirectory, GUILayout.MaxWidth(300f));
}
GUI.enabled = prevEnabled;
EditorGUILayout.EndHorizontal();
}
private void ShowAsepriteApplicationSelection()
{
GUILayout.BeginHorizontal();
GUILayout.Label("Aseprite Application Path");
string newPath = importer.asepritePath;
if (GUILayout.Button("Select"))
{
var path = EditorUtility.OpenFilePanel(
"Select Aseprite Application",
"",
"exe,app");
if (!string.IsNullOrEmpty(path))
{
newPath = path;
if (Application.platform == RuntimePlatform.OSXEditor)
{
newPath += "/Contents/MacOS/aseprite";
}
}
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
importer.asepritePath = GUILayout.TextField(newPath, GUILayout.MaxWidth(300f));
GUILayout.EndHorizontal();
if(!File.Exists(AnimationImporter.Instance.asepritePath))
{
var fileErrorMessage = string.Format(
"Cannot find Aseprite at the specified path. Use the Select button to locate the application.");
EditorGUILayout.HelpBox(fileErrorMessage, MessageType.Warning);
}
}
private void ShowAnimationsGUI()
{
ShowHeadline("Animations");
DefaultAsset[] droppedAssets = ShowDropButton<DefaultAsset>(importer.canImportAnimations, AnimationImporter.IsValidAsset);
if (droppedAssets != null && droppedAssets.Length > 0)
{
ImportAssetsOrError(droppedAssets);
}
}
private void ShowAnimatorControllerGUI()
{
ShowHeadline("Animator Controller + Animations");
DefaultAsset[] droppedAssets = ShowDropButton<DefaultAsset>(importer.canImportAnimations, AnimationImporter.IsValidAsset);
if (droppedAssets != null && droppedAssets.Length > 0)
{
ImportAssetsOrError(droppedAssets, ImportAnimatorController.AnimatorController);
}
}
private void ShowAnimatorOverrideControllerGUI()
{
ShowHeadline("Animator Override Controller + Animations");
importer.baseController = EditorGUILayout.ObjectField("Based on Controller:", importer.baseController, typeof(RuntimeAnimatorController), false) as RuntimeAnimatorController;
DefaultAsset[] droppedAssets = ShowDropButton<DefaultAsset>(importer.canImportAnimationsForOverrideController, AnimationImporter.IsValidAsset);
if (droppedAssets != null && droppedAssets.Length > 0)
{
ImportAssetsOrError(droppedAssets, ImportAnimatorController.AnimatorOverrideController);
}
}
private void ImportAssetsOrError(DefaultAsset[] assets, ImportAnimatorController importAnimatorController = ImportAnimatorController.None)
{
if(AnimationImporter.IsConfiguredForAssets(assets))
{
importer.ImportAssets(assets, importAnimatorController);
}
else
{
ShowPopupForBadAsepritePath(assets[0].name);
}
}
private void ShowPopupForBadAsepritePath(string assetName)
{
var message = string.Format(
"Cannot import Aseprite file \"{0}\" because the application cannot be found at the configured path. Use the Select button in the Config section to locate Aseprite.",
assetName);
EditorUtility.DisplayDialog("Error", message, "Ok");
}
private void ShowHeadline(string headline)
{
EditorGUILayout.LabelField(headline, EditorStyles.boldLabel, GUILayout.Height(20f));
}
// ================================================================================
// OnGUI helper
// --------------------------------------------------------------------------------
public delegate bool IsValidAssetDelegate(string path);
private T[] ShowDropButton<T>(bool isEnabled, IsValidAssetDelegate IsValidAsset) where T : UnityEngine.Object
{
T[] returnValue = null;
Rect drop_area = GUILayoutUtility.GetRect(0.0f, 80.0f, GUILayout.ExpandWidth(true));
GUI.enabled = isEnabled;
GUI.Box(drop_area, "Drop Animation files here", _dropBoxStyle);
GUI.enabled = true;
if (!isEnabled)
return null;
Event evt = Event.current;
switch (evt.type)
{
case EventType.DragUpdated:
case EventType.DragPerform:
if (!drop_area.Contains(evt.mousePosition)
|| !DraggedObjectsContainValidObject<T>(IsValidAsset))
return null;
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
if (evt.type == EventType.DragPerform)
{
DragAndDrop.AcceptDrag();
List<T> validObjects = new List<T>();
foreach (UnityEngine.Object dragged_object in DragAndDrop.objectReferences)
{
var assetPath = AssetDatabase.GetAssetPath(dragged_object);
if (dragged_object is T && IsValidAsset(assetPath))
{
validObjects.Add(dragged_object as T);
}
}
returnValue = validObjects.ToArray();
}
evt.Use();
break;
}
return returnValue;
}
private bool DraggedObjectsContainValidObject<T>(IsValidAssetDelegate IsValidAsset) where T : UnityEngine.Object
{
foreach (UnityEngine.Object dragged_object in DragAndDrop.objectReferences)
{
var assetPath = AssetDatabase.GetAssetPath(dragged_object);
if (dragged_object is T && IsValidAsset(assetPath))
{
return true;
}
}
return false;
}
}
}

@ -0,0 +1,314 @@
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using Random = UnityEngine.Random;
using AnimationImporter.Boomlagoon.JSON;
using UnityEditor;
using System.IO;
namespace AnimationImporter.Aseprite
{
[InitializeOnLoad]
public class AsepriteImporter : IAnimationImporterPlugin
{
// ================================================================================
// const
// --------------------------------------------------------------------------------
const string ASEPRITE_STANDARD_PATH_WINDOWS = @"C:\Program Files (x86)\Aseprite\Aseprite.exe";
const string ASEPRITE_STANDARD_PATH_MACOSX = @"/Applications/Aseprite.app/Contents/MacOS/aseprite";
public static string standardApplicationPath
{
get
{
if (Application.platform == RuntimePlatform.WindowsEditor)
{
return ASEPRITE_STANDARD_PATH_WINDOWS;
}
else
{
return ASEPRITE_STANDARD_PATH_MACOSX;
}
}
}
// ================================================================================
// static constructor, registering plugin
// --------------------------------------------------------------------------------
static AsepriteImporter()
{
AsepriteImporter importer = new AsepriteImporter();
AnimationImporter.RegisterImporter(importer, "ase", "aseprite");
}
// ================================================================================
// public methods
// --------------------------------------------------------------------------------
public ImportedAnimationSheet Import(AnimationImportJob job, AnimationImporterSharedConfig config)
{
if (CreateSpriteAtlasAndMetaFile(job))
{
AssetDatabase.Refresh();
ImportedAnimationSheet animationSheet = CreateAnimationSheetFromMetaData(job, config);
return animationSheet;
}
return null;
}
public bool IsValid()
{
return AnimationImporter.Instance != null && AnimationImporter.Instance.sharedData != null;
}
public bool IsConfigured()
{
return File.Exists(Path.GetFullPath(AnimationImporter.Instance.asepritePath));
}
// ================================================================================
// private methods
// --------------------------------------------------------------------------------
// parses a JSON file and creates the raw data for ImportedAnimationSheet from it
private static ImportedAnimationSheet CreateAnimationSheetFromMetaData(AnimationImportJob job, AnimationImporterSharedConfig config)
{
string textAssetFilename = job.directoryPathForSprites + "/" + job.name + ".json";
TextAsset textAsset = AssetDatabase.LoadAssetAtPath<TextAsset>(textAssetFilename);
if (textAsset != null)
{
JSONObject jsonObject = JSONObject.Parse(textAsset.ToString());
ImportedAnimationSheet animationSheet = GetAnimationInfo(jsonObject);
if (animationSheet == null)
{
return null;
}
if (!animationSheet.hasAnimations)
{
Debug.LogWarning("No Animations found in Aseprite file. Use Aseprite Tags to assign names to Animations.");
}
animationSheet.previousImportSettings = job.previousImportSettings;
animationSheet.SetNonLoopingAnimations(config.animationNamesThatDoNotLoop);
// delete JSON file afterwards
AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(textAsset));
return animationSheet;
}
else
{
Debug.LogWarning("Problem with JSON file: " + textAssetFilename);
}
return null;
}
/// <summary>
/// calls the Aseprite application which then should output a png with all sprites and a corresponding JSON
/// </summary>
/// <returns></returns>
private static bool CreateSpriteAtlasAndMetaFile(AnimationImportJob job)
{
char delimiter = '\"';
string parameters = "--data " + delimiter + job.name + ".json" + delimiter + " --sheet " + delimiter + job.name + ".png" + delimiter + " " + job.sheetConfigParameter + " --list-tags --format json-array " + delimiter + job.fileName + delimiter;
if (!string.IsNullOrEmpty(job.additionalCommandLineArguments))
{
parameters = job.additionalCommandLineArguments + " " + parameters;
}
bool success = CallAsepriteCLI(AnimationImporter.Instance.asepritePath, job.assetDirectory, parameters) == 0;
// move png and json file to subfolder
if (success && job.directoryPathForSprites != job.assetDirectory)
{
// create subdirectory
if (!Directory.Exists(job.directoryPathForSprites))
{
Directory.CreateDirectory(job.directoryPathForSprites);
}
// check and copy json file
string jsonSource = job.assetDirectory + "/" + job.name + ".json";
string jsonTarget = job.directoryPathForSprites + "/" + job.name + ".json";
if (File.Exists(jsonSource))
{
if (File.Exists(jsonTarget))
{
File.Delete(jsonTarget);
}
File.Move(jsonSource, jsonTarget);
}
else
{
Debug.LogWarning("Calling Aseprite resulted in no json data file. Wrong Aseprite version?");
return false;
}
// check and copy png file
string pngSource = job.assetDirectory + "/" + job.name + ".png";
string pngTarget = job.directoryPathForSprites + "/" + job.name + ".png";
if (File.Exists(pngSource))
{
if (File.Exists(pngTarget))
{
File.Delete(pngTarget);
}
File.Move(pngSource, pngTarget);
}
else
{
Debug.LogWarning("Calling Aseprite resulted in no png Image file. Wrong Aseprite version?");
return false;
}
}
return success;
}
private static ImportedAnimationSheet GetAnimationInfo(JSONObject root)
{
if (root == null)
{
Debug.LogWarning("Error importing JSON animation info: JSONObject is NULL");
return null;
}
ImportedAnimationSheet animationSheet = new ImportedAnimationSheet();
// import all informations from JSON
if (!root.ContainsKey("meta"))
{
Debug.LogWarning("Error importing JSON animation info: no 'meta' object");
return null;
}
var meta = root["meta"].Obj;
GetMetaInfosFromJSON(animationSheet, meta);
if (GetAnimationsFromJSON(animationSheet, meta) == false)
{
return null;
}
if (GetFramesFromJSON(animationSheet, root) == false)
{
return null;
}
animationSheet.ApplyGlobalFramesToAnimationFrames();
return animationSheet;
}
private static int CallAsepriteCLI(string asepritePath, string path, string buildOptions)
{
string workingDirectory = Application.dataPath.Replace("Assets", "") + path;
System.Diagnostics.ProcessStartInfo start = new System.Diagnostics.ProcessStartInfo();
start.Arguments = "-b " + buildOptions;
start.FileName = Path.GetFullPath(asepritePath);
start.WindowStyle = System.Diagnostics.ProcessWindowStyle.Hidden;
start.CreateNoWindow = true;
start.UseShellExecute = false;
start.WorkingDirectory = workingDirectory;
// Run the external process & wait for it to finish
using (System.Diagnostics.Process proc = System.Diagnostics.Process.Start(start))
{
proc.WaitForExit();
// Retrieve the app's exit code
return proc.ExitCode;
}
}
private static void GetMetaInfosFromJSON(ImportedAnimationSheet animationSheet, JSONObject meta)
{
var size = meta["size"].Obj;
animationSheet.width = (int)size["w"].Number;
animationSheet.height = (int)size["h"].Number;
}
private static bool GetAnimationsFromJSON(ImportedAnimationSheet animationSheet, JSONObject meta)
{
if (!meta.ContainsKey("frameTags"))
{
Debug.LogWarning("No 'frameTags' found in JSON created by Aseprite.");
IssueVersionWarning();
return false;
}
var frameTags = meta["frameTags"].Array;
foreach (var item in frameTags)
{
JSONObject frameTag = item.Obj;
ImportedAnimation anim = new ImportedAnimation();
anim.name = frameTag["name"].Str;
anim.firstSpriteIndex = (int)(frameTag["from"].Number);
anim.lastSpriteIndex = (int)(frameTag["to"].Number);
switch (frameTag["direction"].Str)
{
default:
anim.direction = PlaybackDirection.Forward;
break;
case "reverse":
anim.direction = PlaybackDirection.Reverse;
break;
case "pingpong":
anim.direction = PlaybackDirection.PingPong;
break;
}
animationSheet.animations.Add(anim);
}
return true;
}
private static bool GetFramesFromJSON(ImportedAnimationSheet animationSheet, JSONObject root)
{
var list = root["frames"].Array;
if (list == null)
{
Debug.LogWarning("No 'frames' array found in JSON created by Aseprite.");
IssueVersionWarning();
return false;
}
foreach (var item in list)
{
ImportedAnimationFrame frame = new ImportedAnimationFrame();
var frameValues = item.Obj["frame"].Obj;
frame.width = (int)frameValues["w"].Number;
frame.height = (int)frameValues["h"].Number;
frame.x = (int)frameValues["x"].Number;
frame.y = animationSheet.height - (int)frameValues["y"].Number - frame.height; // unity has a different coord system
frame.duration = (int)item.Obj["duration"].Number;
animationSheet.frames.Add(frame);
}
return true;
}
private static void IssueVersionWarning()
{
Debug.LogWarning("Please use official Aseprite 1.1.1 or newer.");
}
}
}

@ -0,0 +1,227 @@
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
namespace AnimationImporter
{
public class AnimationImporterSharedConfig : ScriptableObject
{
private const string PREFS_PREFIX = "ANIMATION_IMPORTER_";
[SerializeField]
private List<string> _animationNamesThatDoNotLoop = new List<string>() { "death" };
public List<string> animationNamesThatDoNotLoop { get { return _animationNamesThatDoNotLoop; } }
[SerializeField]
private bool _automaticImporting = false;
public bool automaticImporting
{
get
{
return _automaticImporting;
}
set
{
_automaticImporting = value;
}
}
// sprite import values
[SerializeField]
private float _spritePixelsPerUnit = 100f;
public float spritePixelsPerUnit
{
get
{
return _spritePixelsPerUnit;
}
set
{
_spritePixelsPerUnit = value;
}
}
[SerializeField]
private AnimationTargetObjectType _targetObjectType = AnimationTargetObjectType.SpriteRenderer;
public AnimationTargetObjectType targetObjectType
{
get
{
return _targetObjectType;
}
set
{
_targetObjectType = value;
}
}
[SerializeField]
private SpriteAlignment _spriteAlignment = SpriteAlignment.BottomCenter;
public SpriteAlignment spriteAlignment
{
get
{
return _spriteAlignment;
}
set
{
_spriteAlignment = value;
}
}
[SerializeField]
private float _spriteAlignmentCustomX = 0;
public float spriteAlignmentCustomX
{
get
{
return _spriteAlignmentCustomX;
}
set
{
_spriteAlignmentCustomX = value;
}
}
[SerializeField]
private float _spriteAlignmentCustomY = 0;
public float spriteAlignmentCustomY
{
get
{
return _spriteAlignmentCustomY;
}
set
{
_spriteAlignmentCustomY = value;
}
}
[SerializeField]
private AssetTargetLocation _spritesTargetLocation = new AssetTargetLocation(AssetTargetLocationType.SubDirectory, "Sprites");
public AssetTargetLocation spritesTargetLocation
{
get { return _spritesTargetLocation; }
set { _spritesTargetLocation = value; }
}
[SerializeField]
private AssetTargetLocation _animationsTargetLocation = new AssetTargetLocation(AssetTargetLocationType.SubDirectory, "Animations");
public AssetTargetLocation animationsTargetLocation
{
get { return _animationsTargetLocation; }
set { _animationsTargetLocation = value; }
}
[SerializeField]
private AssetTargetLocation _animationControllersTargetLocation = new AssetTargetLocation(AssetTargetLocationType.SameDirectory, "Animations");
public AssetTargetLocation animationControllersTargetLocation
{
get { return _animationControllersTargetLocation; }
set { _animationControllersTargetLocation = value; }
}
[SerializeField]
private SpriteNamingScheme _spriteNamingScheme = SpriteNamingScheme.Classic;
public SpriteNamingScheme spriteNamingScheme
{
get { return _spriteNamingScheme; }
set { _spriteNamingScheme = value; }
}
public void RemoveAnimationThatDoesNotLoop(int index)
{
animationNamesThatDoNotLoop.RemoveAt(index);
}
public bool AddAnimationThatDoesNotLoop(string animationName)
{
if (string.IsNullOrEmpty(animationName) || animationNamesThatDoNotLoop.Contains(animationName))
return false;
animationNamesThatDoNotLoop.Add(animationName);
return true;
}
/// <summary>
/// Specify if the Unity user has preferences for an older version of AnimationImporter
/// </summary>
/// <returns><c>true</c>, if the user has old preferences, <c>false</c> otherwise.</returns>
public bool UserHasOldPreferences()
{
var pixelsPerUnityKey = PREFS_PREFIX + "spritePixelsPerUnit";
return PlayerPrefs.HasKey(pixelsPerUnityKey) || EditorPrefs.HasKey(pixelsPerUnityKey);
}
private bool HasKeyInPreferences(string key)
{
return PlayerPrefs.HasKey(key) || EditorPrefs.HasKey(key);
}
private int GetIntFromPreferences(string intKey)
{
if (PlayerPrefs.HasKey(intKey))
{
return PlayerPrefs.GetInt(intKey);
}
else if (EditorPrefs.HasKey(intKey))
{
return EditorPrefs.GetInt(intKey);
}
else
{
return int.MinValue;
}
}
private float GetFloatFromPreferences(string floatKey)
{
if (PlayerPrefs.HasKey(floatKey))
{
return PlayerPrefs.GetFloat(floatKey);
}
else if (EditorPrefs.HasKey(floatKey))
{
return EditorPrefs.GetFloat(floatKey);
}
else
{
return float.NaN;
}
}
private bool GetBoolFromPreferences(string boolKey)
{
if (PlayerPrefs.HasKey(boolKey))
{
return System.Convert.ToBoolean(PlayerPrefs.GetInt(boolKey));
}
else if (EditorPrefs.HasKey(boolKey))
{
return EditorPrefs.GetBool(boolKey);
}
else
{
return false;
}
}
private string GetStringFromPreferences(string stringKey)
{
if (PlayerPrefs.HasKey(stringKey))
{
return PlayerPrefs.GetString(stringKey);
}
else if (EditorPrefs.HasKey(stringKey))
{
return EditorPrefs.GetString(stringKey);
}
else
{
return string.Empty;
}
}
}
}

@ -0,0 +1,7 @@

public enum AnimationTargetObjectType : int
{
SpriteRenderer,
Image,
SpriteRendererAndImage
}

@ -0,0 +1,75 @@
using System.IO;
using UnityEngine;
namespace AnimationImporter
{
[System.Serializable]
public class AssetTargetLocation
{
[SerializeField]
private AssetTargetLocationType _locationType;
public AssetTargetLocationType locationType
{
get { return _locationType; }
set { _locationType = value; }
}
[SerializeField]
private string _globalDirectory = "Assets";
public string globalDirectory
{
get { return _globalDirectory; }
set { _globalDirectory = value; }
}
private string _subDirectoryName;
public string subDirectoryName
{
get {return _subDirectoryName; }
}
// ================================================================================
// constructor
// --------------------------------------------------------------------------------
public AssetTargetLocation(AssetTargetLocationType type, string subFolderName) : this(type)
{
_subDirectoryName = subFolderName;
}
public AssetTargetLocation(AssetTargetLocationType type)
{
locationType = type;
}
// ================================================================================
// public methods
// --------------------------------------------------------------------------------
public string GetAndEnsureTargetDirectory(string assetDirectory)
{
string directory = GetTargetDirectory(assetDirectory);
if (!Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
return directory;
}
public string GetTargetDirectory(string assetDirectory)
{
if (locationType == AssetTargetLocationType.GlobalDirectory)
{
return globalDirectory;
}
else if (locationType == AssetTargetLocationType.SubDirectory)
{
return Path.Combine(assetDirectory, subDirectoryName);
}
return assetDirectory;
}
}
}

@ -0,0 +1,10 @@

namespace AnimationImporter
{
public enum AssetTargetLocationType : int
{
SameDirectory,
SubDirectory,
GlobalDirectory
}
}

@ -0,0 +1,10 @@

namespace AnimationImporter
{
public enum ImportAnimatorController
{
None,
AnimatorController,
AnimatorOverrideController
}
}

@ -0,0 +1,102 @@
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using Random = UnityEngine.Random;
using UnityEditor;
namespace AnimationImporter
{
public class PreviousImportSettings
{
private SpriteMetaData? _previousFirstSprite = null;
private bool _hasPreviousTextureImportSettings = false;
public bool hasPreviousTextureImportSettings
{
get
{
return _hasPreviousTextureImportSettings;
}
}
// ================================================================================
// public methods
// --------------------------------------------------------------------------------
public void GetTextureImportSettings(string filename)
{
TextureImporter importer = AssetImporter.GetAtPath(filename) as TextureImporter;
if (importer != null)
{
_hasPreviousTextureImportSettings = true;
if (importer.spritesheet != null && importer.spritesheet.Length > 0)
{
_previousFirstSprite = importer.spritesheet[0];
}
}
}
public void ApplyPreviousTextureImportSettings(TextureImporter importer)
{
if (!_hasPreviousTextureImportSettings|| importer == null)
{
return;
}
// apply old pivot point settings
// we assume every sprite should have the same pivot point
if (_previousFirstSprite.HasValue)
{
var spritesheet = importer.spritesheet; // read values
for (int i = 0; i < spritesheet.Length; i++)
{
spritesheet[i].alignment = _previousFirstSprite.Value.alignment;
spritesheet[i].pivot = _previousFirstSprite.Value.pivot;
}
importer.spritesheet = spritesheet; // write values
}
}
// ================================================================================
// analyzing animations
// --------------------------------------------------------------------------------
public static AnimationTargetObjectType GetAnimationTargetFromExistingClip(AnimationClip clip)
{
var curveBindings = AnimationUtility.GetObjectReferenceCurveBindings(clip);
bool targetingSpriteRenderer = false;
bool targetingImage = false;
for (int i = 0; i < curveBindings.Length; i++)
{
if (curveBindings[i].type == typeof(SpriteRenderer))
{
targetingSpriteRenderer = true;
}
else if (curveBindings[i].type == typeof(UnityEngine.UI.Image))
{
targetingImage = true;
}
}
if (targetingSpriteRenderer && targetingImage)
{
return AnimationTargetObjectType.SpriteRendererAndImage;
}
else if (targetingImage)
{
return AnimationTargetObjectType.Image;
}
else
{
return AnimationTargetObjectType.SpriteRenderer;
}
}
}
}

@ -0,0 +1,79 @@
using System;
using UnityEngine;
namespace AnimationImporter
{
public enum SpriteNamingScheme : int
{
Classic, // hero 0
FileAnimationZero, // hero_idle_0, ...
FileAnimationOne, // hero_idle_1, ...
AnimationZero, // idle_0, ...
AnimationOne // idle_1, ...
}
public static class SpriteNaming
{
private static int[] _namingSchemesValues = null;
public static int[] namingSchemesValues
{
get
{
if (_namingSchemesValues == null)
{
InitNamingLists();
}
return _namingSchemesValues;
}
}
private static string[] _namingSchemesDisplayValues = null;
public static string[] namingSchemesDisplayValues
{
get
{
if (_namingSchemesDisplayValues == null)
{
InitNamingLists();
}
return _namingSchemesDisplayValues;
}
}
private static void InitNamingLists()
{
var allNamingSchemes = Enum.GetValues(typeof(SpriteNamingScheme));
_namingSchemesValues = new int[allNamingSchemes.Length];
_namingSchemesDisplayValues = new string[allNamingSchemes.Length];
for (int i = 0; i < allNamingSchemes.Length; i++)
{
SpriteNamingScheme namingScheme = (SpriteNamingScheme)allNamingSchemes.GetValue(i);
_namingSchemesValues[i] = (int)namingScheme;
_namingSchemesDisplayValues[i] = namingScheme.ToDisplayString();
}
}
private static string ToDisplayString(this SpriteNamingScheme namingScheme)
{
switch (namingScheme)
{
case SpriteNamingScheme.Classic:
return "hero 0, hero 1, ... (Default)";
case SpriteNamingScheme.FileAnimationZero:
return "hero_idle_0, hero_idle_1, ...";
case SpriteNamingScheme.FileAnimationOne:
return "hero_idle_1, hero_idle_2, ...";
case SpriteNamingScheme.AnimationZero:
return "idle_0, idle_1, ...";
case SpriteNamingScheme.AnimationOne:
return "idle_1, idle_2, ...";
}
return "";
}
}
}

@ -0,0 +1,14 @@
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace AnimationImporter
{
public interface IAnimationImporterPlugin
{
ImportedAnimationSheet Import(AnimationImportJob job, AnimationImporterSharedConfig config);
bool IsValid();
bool IsConfigured();
}
}

@ -0,0 +1,71 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Linq;
namespace AnimationImporter
{
public enum PlaybackDirection
{
Forward, // default
Reverse, // reversed frames
PingPong // forward, then reverse
}
public class ImportedAnimation
{
public string name;
public ImportedAnimationFrame[] frames = null;
public bool isLooping = true;
// final animation clip; saved here for usage when building the AnimatorController
public AnimationClip animationClip;
// ================================================================================
// temporary data, only used for first import
// --------------------------------------------------------------------------------
// assuming all sprites are in some array/list and an animation is defined as a continous list of indices
public int firstSpriteIndex;
public int lastSpriteIndex;
// unity animations only play forward, so this will affect the way frames are added to the final animation clip
public PlaybackDirection direction;
// used with the indices because we to not have the Frame array yet
public int Count
{
get
{
return lastSpriteIndex - firstSpriteIndex + 1;
}
}
// ================================================================================
// public methods
// --------------------------------------------------------------------------------
/// <summary>
/// Lists frames so that the final anim seems to play in the desired direction.
/// *Attention:* Can return more than <see cref="Count"/> frames.
/// </summary>
public IEnumerable<ImportedAnimationFrame> ListFramesAccountingForPlaybackDirection()
{
switch (direction)
{
default:
case PlaybackDirection.Forward: // ex: 1, 2, 3, 4
return frames;
case PlaybackDirection.Reverse: // ex: 4, 3, 2, 1
return frames.Reverse();
case PlaybackDirection.PingPong: // ex: 1, 2, 3, 4, 3, 2
return frames.Concat(frames.Skip(1).Take(frames.Length - 2).Reverse());
}
}
}
}

@ -0,0 +1,34 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace AnimationImporter
{
public class ImportedAnimationFrame
{
// ================================================================================
// naming
// --------------------------------------------------------------------------------
private string _name;
public string name
{
get { return _name; }
set { _name = value; }
}
// ================================================================================
// properties
// --------------------------------------------------------------------------------
public int x;
public int y;
public int width;
public int height;
public int duration; // in milliseconds as part of an animation
// reference to the Sprite that was created with this frame information
public Sprite sprite = null;
}
}

@ -0,0 +1,354 @@
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEditor;
using System.Linq;
namespace AnimationImporter
{
public class ImportedAnimationSheet
{
public string name { get; set; }
public string assetDirectory { get; set; }
public int width { get; set; }
public int height { get; set; }
public int maxTextureSize
{
get
{
return Mathf.Max(width, height);
}
}
public List<ImportedAnimationFrame> frames = new List<ImportedAnimationFrame>();
public List<ImportedAnimation> animations = new List<ImportedAnimation>();
public bool hasAnimations
{
get
{
return animations != null && animations.Count > 0;
}
}
private Dictionary<string, ImportedAnimation> _animationDatabase = null;
private PreviousImportSettings _previousImportSettings = null;
public PreviousImportSettings previousImportSettings
{
get
{
return _previousImportSettings;
}
set
{
_previousImportSettings = value;
}
}
public bool hasPreviousTextureImportSettings
{
get
{
return _previousImportSettings != null && _previousImportSettings.hasPreviousTextureImportSettings;
}
}
// ================================================================================
// public methods
// --------------------------------------------------------------------------------
// get animation by name; used when updating an existing AnimatorController
public AnimationClip GetClip(string clipName)
{
if (_animationDatabase == null)
BuildIndex();
if (_animationDatabase.ContainsKey(clipName))
return _animationDatabase[clipName].animationClip;
return null;
}
/*
get animation by name; used when creating an AnimatorOverrideController
we look for similar names so the OverrideController is still functional in cases where more specific or alternative animations are not present
idle <- idle
idleAlt <- idle
*/
public AnimationClip GetClipOrSimilar(string clipName)
{
AnimationClip clip = GetClip(clipName);
if (clip != null)
return clip;
List<ImportedAnimation> similarAnimations = new List<ImportedAnimation>();
foreach (var item in animations)
{
if (clipName.Contains(item.name))
similarAnimations.Add(item);
}
if (similarAnimations.Count > 0)
{
ImportedAnimation similar = similarAnimations.OrderBy(x => x.name.Length).Reverse().First();
return similar.animationClip;
}
return null;
}
public void CreateAnimation(ImportedAnimation anim, string basePath, string masterName, AnimationTargetObjectType targetType)
{
AnimationClip clip;
string fileName = basePath + "/" + masterName + "_" + anim.name + ".anim";
bool isLooping = anim.isLooping;
// check if animation file already exists
clip = AssetDatabase.LoadAssetAtPath<AnimationClip>(fileName);
if (clip != null)
{
// get previous animation settings
targetType = PreviousImportSettings.GetAnimationTargetFromExistingClip(clip);
}
else
{
clip = new AnimationClip();
AssetDatabase.CreateAsset(clip, fileName);
}
// change loop settings
if (isLooping)
{
clip.wrapMode = WrapMode.Loop;
clip.SetLoop(true);
}
else
{
clip.wrapMode = WrapMode.Clamp;
clip.SetLoop(false);
}
// convert keyframes
ImportedAnimationFrame[] srcKeyframes = anim.ListFramesAccountingForPlaybackDirection().ToArray();
ObjectReferenceKeyframe[] keyFrames = new ObjectReferenceKeyframe[srcKeyframes.Length + 1];
float timeOffset = 0f;
for (int i = 0; i < srcKeyframes.Length; i++)
{
// first sprite will be set at the beginning (t=0) of the animation
keyFrames[i] = new ObjectReferenceKeyframe
{
time = timeOffset,
value = srcKeyframes[i].sprite
};
// add duration of frame in seconds
timeOffset += srcKeyframes[i].duration / 1000f;
}
// repeating the last frame at a point "just before the end" so the animation gets its correct length
keyFrames[srcKeyframes.Length] = new ObjectReferenceKeyframe
{
time = timeOffset - (1f / clip.frameRate), // substract the duration of one frame
value = srcKeyframes.Last().sprite
};
// save curve into clip, either for SpriteRenderer, Image, or both
if (targetType == AnimationTargetObjectType.SpriteRenderer)
{
AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.spriteRendererCurveBinding, keyFrames);
AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.imageCurveBinding, null);
}
else if (targetType == AnimationTargetObjectType.Image)
{
AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.spriteRendererCurveBinding, null);
AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.imageCurveBinding, keyFrames);
}
else if (targetType == AnimationTargetObjectType.SpriteRendererAndImage)
{
AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.spriteRendererCurveBinding, keyFrames);
AnimationUtility.SetObjectReferenceCurve(clip, AnimationClipUtility.imageCurveBinding, keyFrames);
}
EditorUtility.SetDirty(clip);
anim.animationClip = clip;
}
public void ApplyGlobalFramesToAnimationFrames()
{
for (int i = 0; i < animations.Count; i++)
{
ImportedAnimation anim = animations[i];
anim.frames = frames.GetRange(anim.firstSpriteIndex, anim.Count).ToArray();
}
}
// ================================================================================
// determine looping state of animations
// --------------------------------------------------------------------------------
public void SetNonLoopingAnimations(List<string> nonLoopingAnimationNames)
{
Regex nonLoopingAnimationsRegex = GetRegexFromNonLoopingAnimationNames(nonLoopingAnimationNames);
foreach (var item in animations)
{
item.isLooping = ShouldLoop(nonLoopingAnimationsRegex, item.name);
}
}
private bool ShouldLoop(Regex nonLoopingAnimationsRegex, string name)
{
if (!string.IsNullOrEmpty(nonLoopingAnimationsRegex.ToString()))
{
if (nonLoopingAnimationsRegex.IsMatch(name))
{
return false;
}
}
return true;
}
private Regex GetRegexFromNonLoopingAnimationNames(List<string> value)
{
string regexString = string.Empty;
if (value.Count > 0)
{
// Add word boundaries to treat non-regular expressions as exact names
regexString = string.Concat("\\b", value[0], "\\b");
}
for (int i = 1; i < value.Count; i++)
{
string anim = value[i];
// Add or to speed up the test rather than building N regular expressions
regexString = string.Concat(regexString, "|", "\\b", anim, "\\b");
}
return new System.Text.RegularExpressions.Regex(regexString);
}
// ================================================================================
// Sprite Data
// --------------------------------------------------------------------------------
public SpriteMetaData[] GetSpriteSheet(SpriteAlignment spriteAlignment, float customX, float customY)
{
SpriteMetaData[] metaData = new SpriteMetaData[frames.Count];
for (int i = 0; i < frames.Count; i++)
{
ImportedAnimationFrame spriteInfo = frames[i];
SpriteMetaData spriteMetaData = new SpriteMetaData();
// sprite alignment
spriteMetaData.alignment = (int)spriteAlignment;
if (spriteAlignment == SpriteAlignment.Custom)
{
spriteMetaData.pivot.x = customX;
spriteMetaData.pivot.y = customY;
}
spriteMetaData.name = spriteInfo.name;
spriteMetaData.rect = new Rect(spriteInfo.x, spriteInfo.y, spriteInfo.width, spriteInfo.height);
metaData[i] = spriteMetaData;
}
return metaData;
}
public void ApplySpriteNamingScheme(SpriteNamingScheme namingScheme)
{
const string NAME_DELIMITER = "_";
if (namingScheme == SpriteNamingScheme.Classic)
{
for (int i = 0; i < frames.Count; i++)
{
frames[i].name = name + " " + i.ToString();
}
}
else
{
foreach (var anim in animations)
{
for (int i = 0; i < anim.frames.Length; i++)
{
var animFrame = anim.frames[i];
switch (namingScheme)
{
case SpriteNamingScheme.FileAnimationZero:
animFrame.name = name + NAME_DELIMITER + anim.name + NAME_DELIMITER + i.ToString();
break;
case SpriteNamingScheme.FileAnimationOne:
animFrame.name = name + NAME_DELIMITER + anim.name + NAME_DELIMITER + (i + 1).ToString();
break;
case SpriteNamingScheme.AnimationZero:
animFrame.name = anim.name + NAME_DELIMITER + i.ToString();
break;
case SpriteNamingScheme.AnimationOne:
animFrame.name = anim.name + NAME_DELIMITER + (i + 1).ToString();
break;
}
}
}
}
// remove unused frames from the list so they don't get created for the sprite sheet
for (int i = frames.Count - 1; i >= 0; i--)
{
if (string.IsNullOrEmpty(frames[i].name))
{
frames.RemoveAt(i);
}
}
}
public void ApplyCreatedSprites(Sprite[] sprites)
{
if (sprites == null)
{
return;
}
// add final Sprites to frames by comparing names
// as we can't be sure about the right order of the sprites
for (int i = 0; i < sprites.Length; i++)
{
Sprite sprite = sprites[i];
for (int k = 0; k < frames.Count; k++)
{
if (frames[k].name == sprite.name)
{
frames[k].sprite = sprite;
break;
}
}
}
}
// ================================================================================
// private methods
// --------------------------------------------------------------------------------
private void BuildIndex()
{
_animationDatabase = new Dictionary<string, ImportedAnimation>();
for (int i = 0; i < animations.Count; i++)
{
ImportedAnimation anim = animations[i];
_animationDatabase[anim.name] = anim;
}
}
}
}

@ -0,0 +1,3 @@
The Ionic.Zip.dll is part of the DotNetZip Library.
You can find more about this Library, including Source Code, over here: http://dotnetzip.codeplex.com/

@ -0,0 +1,112 @@
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using AnimationImporter.Boomlagoon.JSON;
namespace AnimationImporter.PyxelEdit
{
public class PyxelEditData
{
public Tileset tileset = new Tileset();
public Canvas canvas = new Canvas();
public string name;
public Animations animations = new Animations();
public string version;
}
public class Tileset
{
public int tileWidth;
public int tileHeight;
public int tilesWide;
public bool fixedWidth;
public int numTiles;
}
public class Animations : Dictionary<int, Animation>
{
}
public class Canvas
{
public int width;
public int height;
public int tileWidth;
public int tileHeight;
public int numLayers;
public Layers layers = new Layers();
}
public class Layers : Dictionary<int, Layer>
{
}
public class Layer
{
public string name;
public int alpha;
public bool hidden = false;
public string blendMode = "normal";
public TileRefs tileRefs = new TileRefs();
public Texture2D texture = null;
public Layer(JSONObject obj)
{
name = obj["name"].Str;
alpha = (int)obj["alpha"].Number;
hidden = obj["hidden"].Boolean;
blendMode = obj["blendMode"].Str;
foreach (var item in obj["tileRefs"].Obj)
{
tileRefs[int.Parse(item.Key)] = new TileRef(item.Value.Obj);
}
}
}
public class TileRefs : Dictionary<int, TileRef>
{
}
public class TileRef
{
public int index;
public int rot;
public bool flipX;
public TileRef(JSONObject obj)
{
index = (int)obj["index"].Number;
rot = (int)obj["rot"].Number;
flipX = obj["flipX"].Boolean;
}
}
public class Animation
{
public string name;
public int baseTile = 0;
public int length = 7;
public int[] frameDurationMultipliers;
public int frameDuration = 200;
public Animation(JSONObject value)
{
name = value["name"].Str;
baseTile = (int)value["baseTile"].Number;
length = (int)value["length"].Number;
var list = value["frameDurationMultipliers"].Array;
frameDurationMultipliers = new int[list.Length];
for (int i = 0; i < list.Length; i++)
{
frameDurationMultipliers[i] = (int)list[i].Number;
}
frameDuration = (int)value["frameDuration"].Number;
}
}
}

@ -0,0 +1,380 @@
using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using AnimationImporter.Boomlagoon.JSON;
namespace AnimationImporter.PyxelEdit
{
[InitializeOnLoad]
public class PyxelEditImporter : IAnimationImporterPlugin
{
private static PyxelEditData _latestData = null;
// ================================================================================
// static constructor, registering plugin
// --------------------------------------------------------------------------------
static PyxelEditImporter()
{
PyxelEditImporter importer = new PyxelEditImporter();
AnimationImporter.RegisterImporter(importer, "pyxel");
}
public ImportedAnimationSheet Import(AnimationImportJob job, AnimationImporterSharedConfig config)
{
if (ImportImageAndMetaInfo(job))
{
AssetDatabase.Refresh();
return GetAnimationInfo(_latestData);
}
return null;
}
public bool IsValid()
{
return IonicZipDllIsPresent();
}
public bool IsConfigured()
{
return true;
}
private static bool ImportImageAndMetaInfo(AnimationImportJob job)
{
_latestData = null;
var zipFilePath = GetFileSystemPath(job.assetDirectory + "/" + job.fileName);
var files = GetContentsFromZipFile(zipFilePath);
if (files.ContainsKey("docData.json"))
{
string jsonData = System.Text.Encoding.UTF8.GetString(files["docData.json"]);
PyxelEditData pyxelEditData = ReadJson(jsonData);
List<Layer> allLayers = new List<Layer>();
foreach (var item in pyxelEditData.canvas.layers)
{
Layer layer = item.Value;
string layerName = "layer" + item.Key.ToString() + ".png";
layer.texture = LoadTexture(files[layerName]);
allLayers.Add(layer);
}
Texture2D image = CreateBlankTexture(new Color(0f, 0f, 0f, 0), pyxelEditData.canvas.width, pyxelEditData.canvas.height);
for (int i = allLayers.Count - 1; i >= 0; i--)
{
Layer layer = allLayers[i];
if (!layer.hidden)
{
float maxAlpha = layer.alpha / 255f;
image = CombineTextures(image, layer.texture, maxAlpha);
}
}
if (!Directory.Exists(job.directoryPathForSprites))
{
Directory.CreateDirectory(job.directoryPathForSprites);
}
SaveTextureToAssetPath(image, job.imageAssetFilename);
_latestData = pyxelEditData;
return true;
}
else
{
return false;
}
}
private static ImportedAnimationSheet GetAnimationInfo(PyxelEditData data)
{
if (data == null)
{
return null;
}
int tileWidth = data.tileset.tileWidth;
int tileHeight = data.tileset.tileHeight;
int maxTileIndex = 0;
ImportedAnimationSheet animationSheet = new ImportedAnimationSheet();
animationSheet.width = data.canvas.width;
animationSheet.height = data.canvas.height;
// animations
animationSheet.animations = new List<ImportedAnimation>();
for (int i = 0; i < data.animations.Count; i++)
{
var animationData = data.animations[i];
ImportedAnimation importAnimation = new ImportedAnimation();
importAnimation.name = animationData.name;
importAnimation.firstSpriteIndex = animationData.baseTile;
importAnimation.lastSpriteIndex = animationData.baseTile + animationData.length - 1;
maxTileIndex = Mathf.Max(maxTileIndex, importAnimation.lastSpriteIndex);
ImportedAnimationFrame[] frames = new ImportedAnimationFrame[animationData.length];
for (int frameIndex = 0; frameIndex < animationData.length; frameIndex++)
{
ImportedAnimationFrame frame = new ImportedAnimationFrame();
frame.duration = animationData.frameDuration;
if (animationData.frameDurationMultipliers[frameIndex] != 100)
{
frame.duration *= (int)(animationData.frameDurationMultipliers[frameIndex] / 100f);
}
int tileIndex = animationData.baseTile + frameIndex;
int columnCount = data.canvas.width / tileWidth;
int column = tileIndex % columnCount;
int row = tileIndex / columnCount;
frame.x = column * tileWidth;
frame.y = animationSheet.height - (row + 1) * tileHeight;
frame.width = tileWidth;
frame.height = tileHeight;
frames[frameIndex] = frame;
}
importAnimation.frames = frames;
animationSheet.animations.Add(importAnimation);
}
// gather all frames used by animations for the sprite sheet
animationSheet.frames = new List<ImportedAnimationFrame>();
foreach (var anim in animationSheet.animations)
{
foreach (var frame in anim.frames)
{
animationSheet.frames.Add(frame);
}
}
return animationSheet;
}
private static PyxelEditData ReadJson(string jsonData)
{
PyxelEditData data = new PyxelEditData();
JSONObject obj = JSONObject.Parse(jsonData);
if (obj.ContainsKey("name"))
{
data.name = obj["name"].Str;
}
if (obj.ContainsKey("tileset"))
{
data.tileset.tileWidth = (int)obj["tileset"].Obj["tileWidth"].Number;
data.tileset.tileHeight = (int)obj["tileset"].Obj["tileHeight"].Number;
data.tileset.tilesWide = (int)obj["tileset"].Obj["tilesWide"].Number;
data.tileset.fixedWidth = obj["tileset"].Obj["fixedWidth"].Boolean;
data.tileset.numTiles = (int)obj["tileset"].Obj["numTiles"].Number;
}
if (obj.ContainsKey("animations"))
{
foreach (var item in obj["animations"].Obj)
{
data.animations[int.Parse(item.Key)] = new Animation(item.Value.Obj);
}
}
if (obj.ContainsKey("canvas"))
{
data.canvas.width = (int)obj["canvas"].Obj["width"].Number;
data.canvas.height = (int)obj["canvas"].Obj["height"].Number;
data.canvas.tileWidth = (int)obj["canvas"].Obj["tileWidth"].Number;
data.canvas.tileHeight = (int)obj["canvas"].Obj["tileHeight"].Number;
data.canvas.numLayers = (int)obj["canvas"].Obj["numLayers"].Number;
foreach (var item in obj["canvas"].Obj["layers"].Obj)
{
data.canvas.layers[int.Parse(item.Key)] = new Layer(item.Value.Obj);
}
}
return data;
}
public static string GetFileSystemPath(string path)
{
string basePath = Application.dataPath;
// if the path already begins with the Assets folder, remove that one from the base
if (path.StartsWith("Assets") || path.StartsWith("/Assets"))
{
basePath = basePath.Replace("/Assets", "");
}
return Path.Combine(basePath, path);
}
public static void SaveTextureToAssetPath(Texture2D texture, string assetPath)
{
string path = Application.dataPath + "/../" + assetPath;
File.WriteAllBytes(path, texture.EncodeToPNG());
}
public static Texture2D CreateBlankTexture(
Color color, int width = 2, int height = -1, TextureFormat format = TextureFormat.RGBA32,
bool mipmap = false, bool linear = false)
{
if (height < 0)
{
height = width;
}
// create empty texture
Texture2D texture = new Texture2D(width, height, format, mipmap, linear);
// get all pixels as an array
var cols = texture.GetPixels();
for (int i = 0; i < cols.Length; i++)
{
cols[i] = color;
}
// important steps to save changed pixel values
texture.SetPixels(cols);
texture.Apply();
texture.hideFlags = HideFlags.HideAndDontSave;
return texture;
}
static Texture2D LoadTexture(byte[] imageData)
{
var w = ReadInt32FromImageData(imageData, 3 + 15);
var h = ReadInt32FromImageData(imageData, 3 + 15 + 2 + 2);
var texture = new Texture2D(w, h, TextureFormat.ARGB32, false);
texture.hideFlags = HideFlags.HideAndDontSave;
texture.filterMode = FilterMode.Point;
texture.LoadImage(imageData);
return texture;
}
static int ReadInt32FromImageData(byte[] imageData, int offset)
{
return (imageData[offset] << 8) | imageData[offset + 1];
}
public static Texture2D CombineTextures(Texture2D aBaseTexture, Texture2D aToCopyTexture, float maxAlpha)
{
int aWidth = aBaseTexture.width;
int aHeight = aBaseTexture.height;
Texture2D aReturnTexture = new Texture2D(aWidth, aHeight, TextureFormat.RGBA32, false);
Color[] aBaseTexturePixels = aBaseTexture.GetPixels();
Color[] aCopyTexturePixels = aToCopyTexture.GetPixels();
Color[] aColorList = new Color[aBaseTexturePixels.Length];
int aPixelLength = aBaseTexturePixels.Length;
for (int p = 0; p < aPixelLength; p++)
{
float minA = aBaseTexturePixels[p].a;
float alpha = aCopyTexturePixels[p].a * maxAlpha;
aColorList[p] = Color.Lerp(aBaseTexturePixels[p], aCopyTexturePixels[p], alpha);
aColorList[p].a = Mathf.Lerp(minA, 1f, alpha);
}
aReturnTexture.SetPixels(aColorList);
aReturnTexture.Apply(false);
return aReturnTexture;
}
// ================================================================================
// extracting from zip file
// --------------------------------------------------------------------------------
private static Type zipFileClass = null;
private static System.Reflection.MethodInfo readZipFileMethod = null;
private static System.Reflection.MethodInfo extractMethod = null;
public static Dictionary<string, byte[]> GetContentsFromZipFile(string fileName)
{
Dictionary<string, byte[]> files = new Dictionary<string, byte[]>();
if (zipFileClass == null)
{
InitZipMethods();
}
if (zipFileClass != null)
{
using (var zipFile = readZipFileMethod.Invoke(null, new object[] { fileName }) as IDisposable)
{
var zipFileAsEnumeration = zipFile as IEnumerable;
foreach (var entry in zipFileAsEnumeration)
{
MemoryStream stream = new MemoryStream();
extractMethod.Invoke(entry, new object[] { stream });
files.Add(entry.ToString().Replace("ZipEntry::", ""), stream.ToArray());
}
}
}
return files;
}
private static void InitZipMethods()
{
var allAssemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach (var assembly in allAssemblies)
{
zipFileClass = assembly.GetType("Ionic.Zip.ZipFile");
if (zipFileClass != null)
{
readZipFileMethod = zipFileClass.GetMethod("Read", new Type[] { typeof(string) });
Type zipEntryClass = assembly.GetType("Ionic.Zip.ZipEntry");
extractMethod = zipEntryClass.GetMethod("Extract", new Type[] { typeof(MemoryStream) });
return;
}
}
}
private static bool IonicZipDllIsPresent()
{
if (zipFileClass != null)
{
return true;
}
var allAssemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach (var assembly in allAssemblies)
{
var zipClass = assembly.GetType("Ionic.Zip.ZipFile");
if (zipClass != null)
{
return true;
}
}
return false;
}
}
}

@ -0,0 +1,79 @@
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
using UnityEngine.UI;
namespace AnimationImporter
{
public static class AnimationClipUtility
{
class AnimationClipSettings
{
SerializedProperty m_property;
private SerializedProperty Get(string property) { return m_property.FindPropertyRelative(property); }
public AnimationClipSettings(SerializedProperty prop) { m_property = prop; }
public float startTime { get { return Get("m_StartTime").floatValue; } set { Get("m_StartTime").floatValue = value; } }
public float stopTime { get { return Get("m_StopTime").floatValue; } set { Get("m_StopTime").floatValue = value; } }
public float orientationOffsetY { get { return Get("m_OrientationOffsetY").floatValue; } set { Get("m_OrientationOffsetY").floatValue = value; } }
public float level { get { return Get("m_Level").floatValue; } set { Get("m_Level").floatValue = value; } }
public float cycleOffset { get { return Get("m_CycleOffset").floatValue; } set { Get("m_CycleOffset").floatValue = value; } }
public bool loopTime { get { return Get("m_LoopTime").boolValue; } set { Get("m_LoopTime").boolValue = value; } }
public bool loopBlend { get { return Get("m_LoopBlend").boolValue; } set { Get("m_LoopBlend").boolValue = value; } }
public bool loopBlendOrientation { get { return Get("m_LoopBlendOrientation").boolValue; } set { Get("m_LoopBlendOrientation").boolValue = value; } }
public bool loopBlendPositionY { get { return Get("m_LoopBlendPositionY").boolValue; } set { Get("m_LoopBlendPositionY").boolValue = value; } }
public bool loopBlendPositionXZ { get { return Get("m_LoopBlendPositionXZ").boolValue; } set { Get("m_LoopBlendPositionXZ").boolValue = value; } }
public bool keepOriginalOrientation { get { return Get("m_KeepOriginalOrientation").boolValue; } set { Get("m_KeepOriginalOrientation").boolValue = value; } }
public bool keepOriginalPositionY { get { return Get("m_KeepOriginalPositionY").boolValue; } set { Get("m_KeepOriginalPositionY").boolValue = value; } }
public bool keepOriginalPositionXZ { get { return Get("m_KeepOriginalPositionXZ").boolValue; } set { Get("m_KeepOriginalPositionXZ").boolValue = value; } }
public bool heightFromFeet { get { return Get("m_HeightFromFeet").boolValue; } set { Get("m_HeightFromFeet").boolValue = value; } }
public bool mirror { get { return Get("m_Mirror").boolValue; } set { Get("m_Mirror").boolValue = value; } }
}
public static void SetLoop(this AnimationClip clip, bool value)
{
SerializedObject serializedClip = new SerializedObject(clip);
AnimationClipSettings clipSettings = new AnimationClipSettings(serializedClip.FindProperty("m_AnimationClipSettings"));
clipSettings.loopTime = value;
clipSettings.loopBlend = false;
serializedClip.ApplyModifiedProperties();
}
// ================================================================================
// curve bindings
// --------------------------------------------------------------------------------
public static EditorCurveBinding spriteRendererCurveBinding
{
get
{
return new EditorCurveBinding
{
path = "", // assume SpriteRenderer is at same GameObject as AnimationController
type = typeof(SpriteRenderer),
propertyName = "m_Sprite"
};
}
}
public static EditorCurveBinding imageCurveBinding
{
get
{
return new EditorCurveBinding
{
path = "", // assume Image is at same GameObject as AnimationController
type = typeof(Image),
propertyName = "m_Sprite"
};
}
}
}
}

@ -0,0 +1,156 @@
using UnityEditor;
using UnityEngine;
using System.IO;
namespace AnimationImporter
{
/// <summary>
/// Utilities for Unity's built in AssetDatabase class
/// </summary>
public static class AssetDatabaseUtility
{
public const char UnityDirectorySeparator = '/';
public const string ResourcesFolderName = "Resources";
public static string projectPath
{
get
{
return Application.dataPath.RemoveLastLetters("/Assets".Length);
}
}
/// <summary>
/// Creates the asset and any directories that are missing along its path.
/// </summary>
/// <param name="unityObject">UnityObject to create an asset for.</param>
/// <param name="unityFilePath">Unity file path (e.g. "Assets/Resources/MyFile.asset".</param>
public static void CreateAssetAndDirectories(UnityEngine.Object unityObject, string unityFilePath)
{
var pathDirectory = Path.GetDirectoryName(unityFilePath) + UnityDirectorySeparator;
// necessary fix for Windows because Path.GetDirectoryName is changing the directory separators to Windows style
pathDirectory = pathDirectory.Replace('\\', UnityDirectorySeparator);
CreateDirectoriesInPath(pathDirectory);
AssetDatabase.CreateAsset(unityObject, unityFilePath);
}
private static void CreateDirectoriesInPath(string unityDirectoryPath)
{
// Check that last character is a directory separator
if (unityDirectoryPath[unityDirectoryPath.Length - 1] != UnityDirectorySeparator)
{
var warningMessage = string.Format(
"Path supplied to CreateDirectoriesInPath that does not include a DirectorySeparator " +
"as the last character." +
"\nSupplied Path: {0}, Filename: {1}",
unityDirectoryPath);
Debug.LogWarning(warningMessage);
}
// Warn and strip filenames
var filename = Path.GetFileName(unityDirectoryPath);
if (!string.IsNullOrEmpty(filename))
{
var warningMessage = string.Format(
"Path supplied to CreateDirectoriesInPath that appears to include a filename. It will be " +
"stripped. A path that ends with a DirectorySeparate should be supplied. " +
"\nSupplied Path: {0}, Filename: {1}",
unityDirectoryPath,
filename);
Debug.LogWarning(warningMessage);
unityDirectoryPath = unityDirectoryPath.Replace(filename, string.Empty);
}
var folders = unityDirectoryPath.Split(UnityDirectorySeparator);
// Error if path does NOT start from Assets
if (folders.Length > 0 && folders[0] != "Assets")
{
var exceptionMessage = "AssetDatabaseUtility CreateDirectoriesInPath expects full Unity path, including 'Assets\\\". " +
"Adding Assets to path.";
throw new UnityException(exceptionMessage);
}
string pathToFolder = string.Empty;
foreach (var folder in folders)
{
// Don't check for or create empty folders
if (string.IsNullOrEmpty(folder))
{
continue;
}
// Create folders that don't exist
pathToFolder = string.Concat(pathToFolder, folder);
if (!UnityEditor.AssetDatabase.IsValidFolder(pathToFolder))
{
var pathToParent = System.IO.Directory.GetParent(pathToFolder).ToString();
AssetDatabase.CreateFolder(pathToParent, folder);
AssetDatabase.Refresh();
}
pathToFolder = string.Concat(pathToFolder, UnityDirectorySeparator);
}
}
/// <summary>
/// get a valid path for the AssetDatabase from absolute path or subpath
/// </summary>
/// <param name="path">absolute path or subpath like "Resources"</param>
/// <returns>path relative to the project directory</returns>
public static string GetAssetPath(string path)
{
if (path == null)
{
return null;
}
path = path.Remove(projectPath);
if (path.StartsWith("\\"))
{
path = path.Remove(0, 1);
}
if (path.StartsWith("/"))
{
path = path.Remove(0, 1);
}
if (!path.StartsWith("Assets") && !path.StartsWith("/Assets"))
{
path = Path.Combine("Assets", path);
}
return path;
}
// ================================================================================
// string extensions
// --------------------------------------------------------------------------------
private static string RemoveLastLetters(this string s, int letterCount)
{
if (string.IsNullOrEmpty(s))
{
return s;
}
if (letterCount > s.Length)
{
letterCount = s.Length;
}
return s.Remove(s.Length - letterCount);
}
private static string Remove(this string s, string exactExpression)
{
return s.Replace(exactExpression, "");
}
}
}

File diff suppressed because it is too large Load Diff

@ -0,0 +1,79 @@
using System.Collections;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace AnimationImporter
{
/// <summary>
/// Utility functions for ScriptableObjects.
/// </summary>
public static class ScriptableObjectUtility
{
/// <summary>
/// Loads the save data from a Unity relative path. Returns null if the data doesn't exist.
/// </summary>
/// <returns>The saved data as a ScriptableObject, or null if not found.</returns>
/// <param name="unityPathToFile">Unity path to file (e.g. "Assets/Resources/MyFile.asset")</param>
/// <typeparam name="T">The ScriptableObject type</typeparam>
public static T LoadSaveData<T> (string unityPathToFile) where T : ScriptableObject
{
// Path must contain Resources folder
var resourcesFolder = string.Concat(
AssetDatabaseUtility.UnityDirectorySeparator,
AssetDatabaseUtility.ResourcesFolderName,
AssetDatabaseUtility.UnityDirectorySeparator);
if (!unityPathToFile.Contains(resourcesFolder))
{
var exceptionMessage = string.Format(
"Failed to Load ScriptableObject of type, {0}, from path: {1}. " +
"Path must begin with Assets and include a directory within the Resources folder.",
typeof(T).ToString(),
unityPathToFile);
throw new UnityException(exceptionMessage);
}
// Get Resource relative path - Resource path should only include folders underneath Resources and no file extension
var resourceRelativePath = GetResourceRelativePath(unityPathToFile);
// Remove file extension
var fileExtension = System.IO.Path.GetExtension(unityPathToFile);
resourceRelativePath = resourceRelativePath.Replace(fileExtension, string.Empty);
return Resources.Load<T>(resourceRelativePath);
}
/// <summary>
/// Loads the saved data, stored as a ScriptableObject at the specified path. If the file or folders don't exist,
/// it creates them.
/// </summary>
/// <returns>The saved data as a ScriptableObject.</returns>
/// <param name="unityPathToFile">Unity path to file (e.g. "Assets/Resources/MyFile.asset")</param>
/// <typeparam name="T">The ScriptableObject type</typeparam>
public static T LoadOrCreateSaveData<T>(string unityPathToFile) where T : ScriptableObject
{
var loadedSettings = LoadSaveData<T>(unityPathToFile);
if (loadedSettings == null)
{
loadedSettings = ScriptableObject.CreateInstance<T>();
AssetDatabaseUtility.CreateAssetAndDirectories(loadedSettings, unityPathToFile);
}
return loadedSettings;
}
private static string GetResourceRelativePath(string unityPath)
{
var resourcesFolder = AssetDatabaseUtility.ResourcesFolderName + AssetDatabaseUtility.UnityDirectorySeparator;
var pathToResources = unityPath.Substring(0, unityPath.IndexOf(resourcesFolder));
// Remove all folders leading up to the Resources folder
pathToResources = unityPath.Replace(pathToResources, string.Empty);
// Remove the Resources folder
pathToResources = pathToResources.Replace(resourcesFolder, string.Empty);
return pathToResources;
}
}
}

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Pixelart Animation Importer for Unity
====
This tool is an Aseprite and PyxelEdit Animation Importer for Unity.
It's already used in several projects and should work for most use cases. There is no guaranteed support though, so test and use this at your own will.
Tested with: Unity 5.5, Aseprite 1.1.13, PyxelEdit 0.4.3
Setup
-----
Open the tool with "Window" -> "Animation Importer".
If using Aseprite: Edit the path to the Aseprite Application on your system under "Config".
ASEPRITE:
Generate a file with animations (tags) in Aseprite.
Save that file in your Unity project.
Open the tool "Animation Importer" from the Menu "Window".
Drag and drop the Aseprite asset on one of the fields according to your needs.
When you update the animations, drop the asset again on the same tool.
It should use the existing AnimatorController or AnimatorOverrideController, so if you have used them in the scene or prefabs, the reference is not lost.
Steps this tool goes through:
- call the Aseprite application and let it generate a png with all sprites and a json file with meta info
- change the png import settings to something more appropriate to pixel art
- import the info from the json file and delete it afterwards
- create Unity animations
- optional AnimatorController:
- if does not exist: create AnimatorController and place all animations as states
- if exists: replace animations on the first layer on all states that have the same name as one of the animation
- optional AnimatorOverrideController
- if does not exist: create AnimatorOverrideController and replace all animations that have the same name
- if exists: replace all animations that have the same name
PYXELEDIT:
Tiles and Layer Blend Modes are not supported.
Generate a file with animations in PyxelEdit.
Save that file in your Unity project.
Open the tool "Animation Importer" from the Menu "Window".
Drag and drop the PyxelEdit asset on one of the fields according to your needs.
When you update the animations, drop the asset again on the same tool.
It should use the existing AnimatorController or AnimatorOverrideController, so if you have used them in the scene or prefabs, the reference is not lost.
Steps this tool goes through:
- open the .pyxel file, which is a zip, get json data from it
- get png layers from the .pyxel file and recreate as one png
- change the png import settings to something more appropriate to pixel art
- create Unity animations
- optional AnimatorController:
- if does not exist: create AnimatorController and place all animations as states
- if exists: replace animations on the first layer on all states that have the same name as one of the animation
- optional AnimatorOverrideController
- if does not exist: create AnimatorOverrideController and replace all animations that have the same name
- if exists: replace all animations that have the same name
AUTOMATIC IMPORT
This option reimports Animation files when Unity notifies them as changed. It looks for an AnimatorController or AnimatorOverrideController with the same name and in the same directory. Current import settings are used, not the ones from first import.
PIVOT POINTS
Pivot point settings get reused on further reimports. If you want to apply the pivot point settings from the Animation Importer on Animations that got imported already, delete the sprites and then import again.
Feedback
-----
Send your comments and questions to talecrafter@deathtrash.com or http://twitter.com/talecrafter.
You can use the GitHub Features (Issues, Pull Requests) for posting bugs, feature wishes and additional code.
Credits
-----
Contributors:
- Stephan Hövelbrinks (http://twitter.com/talecrafter)
- Ya-ma (http://twitter.com/PixelYam)
- Edward Rowe (http://twitter.com/edwardlrowe)
- Alberto Fernandez (http://github.com/AlbertoFdzM)
- Jihun Song (http://github.com/OpenLevel)
- Hugo Ratiney (http://github.com/hu9o)
- rage (http://github.com/rage-lule)
- SystemAddict85 (http://github.com/SystemAddict85)
Contains JSONObject from Boomlagoon (www.boomlagoon.com)
License
-----
You can freely use/distribute this project in any way possible with the exception of selling it on it's own.

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;
public class Blinky : MonoBehaviour
{
public Light2D myLight;
public bool blinked = false;
public Color overdrive_color = Color.white;
private Color classic_color;
private int insane_counter = 0;
public int insane_counter_max = 20;
public float overdrive_intensity = 4;
private float default_intensity;
private float temp_intensity = 1;
public bool dimming = false;
public AudioSource lightsnd;
public BlockLighter blocklighter;
float ZMove = 0f;
float ZyMove = 0f;
Vector3 lightpos;
// Start is called before the first frame update
void Start()
{
classic_color = myLight.color;
default_intensity = myLight.intensity;
}
// Update is called once per frame
void Update()
{
ZMove = Input.GetAxisRaw("Z") * 4;
ZyMove = Input.GetAxisRaw("Zy") * 4 * (true ? -1 : 1);
lightpos.x = ZMove;
lightpos.y = ZyMove;
transform.localPosition = lightpos;
if (Input.GetButtonDown("Blink") && !blinked)
{
blinked = true;
myLight.intensity = overdrive_intensity;
myLight.color = overdrive_color;
lightsnd.transform.position = transform.position;
blocklighter.LightThem();
lightsnd.Play();
}
if (blinked && !dimming)
{
if (insane_counter >= insane_counter_max)
{
insane_counter = 0;
temp_intensity = overdrive_intensity;
dimming = true;
blinked = false;
}
else
{
insane_counter += 1;
}
}
if (dimming == true)
{
if (temp_intensity > default_intensity)
{
myLight.intensity = temp_intensity;
temp_intensity -= 1f / insane_counter_max;
}
if (temp_intensity < default_intensity)
{
temp_intensity = default_intensity;
}
else if (temp_intensity == default_intensity)
{
myLight.color = classic_color;
myLight.intensity = default_intensity;
lightsnd.Stop();
dimming = false;
}
}
if (temp_intensity > default_intensity)
{
myLight.color = overdrive_color;
}
if (temp_intensity == default_intensity)
{
myLight.color = classic_color;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class BlockLighter : MonoBehaviour
{
float distance;
RaycastHit2D[] hits;
public Blinky blinky;
public Transform lighty;
public int i = 0;
public Vector3 lightpos;
public GameObject[] allChildren;
// Start is called before the first frame update
void Start()
{
allChildren = new GameObject[transform.childCount];
//Find all child obj and store to that array
foreach (Transform child in transform)
{
allChildren[i] = child.gameObject;
i += 1;
}
foreach (GameObject child1 in allChildren)
{
foreach (GameObject child2 in allChildren)
{
Debug.DrawLine(child1.transform.position, child2.transform.position, Color.blue, 3f);
}
}
}
// Update is called once per frame
public void LightThem()
{
foreach (GameObject child in allChildren)
{
lightpos = new Vector3(lighty.transform.position.x, lighty.transform.position.y, lighty.transform.position.z);
Debug.DrawLine(lightpos, child.transform.position, Color.red, 5f);
hits = Physics2D.RaycastAll(lightpos, child.transform.position, 2f);
foreach (RaycastHit2D hit in hits)
{
distance = hit.distance;
if (hit.transform.tag.Equals("Level"))
{
child.gameObject.SetActive(true);
}
}
}
}
}

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using UnityEngine;
using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character
[SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
[SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings
[SerializeField] private Collider2D m_CrouchDisableCollider; // A collider that will be disabled when crouching
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
[Header("Events")]
[Space]
public UnityEvent OnLandEvent;
[System.Serializable]
public class BoolEvent : UnityEvent<bool> { }
public BoolEvent OnCrouchEvent;
private bool m_wasCrouching = false;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
if (OnLandEvent == null)
OnLandEvent = new UnityEvent();
if (OnCrouchEvent == null)
OnCrouchEvent = new BoolEvent();
}
private void FixedUpdate()
{
bool wasGrounded = m_Grounded;
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
if (!wasGrounded)
OnLandEvent.Invoke();
}
}
}
public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch)
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}
//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// If crouching
if (crouch)
{
if (!m_wasCrouching)
{
m_wasCrouching = true;
OnCrouchEvent.Invoke(true);
}
// Reduce the speed by the crouchSpeed multiplier
move *= m_CrouchSpeed;
// Disable one of the colliders when crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = false;
} else
{
// Enable the collider when not crouching
if (m_CrouchDisableCollider != null)
m_CrouchDisableCollider.enabled = true;
if (m_wasCrouching)
{
m_wasCrouching = false;
OnCrouchEvent.Invoke(false);
}
}
// Move the character by finding the target velocity
Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
// And then smoothing it out and applying it to the character
m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);
// If the input is moving the player right and the player is facing left...
if (move > 0 && !m_FacingRight)
{
// ... flip the player.
//Flip();
}
// Otherwise if the input is moving the player left and the player is facing right...
else if (move < 0 && m_FacingRight)
{
// ... flip the player.
//Flip();
}
}
// If the player should jump...
if (m_Grounded && jump)
{
// Add a vertical force to the player.
m_Grounded = false;
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}

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using UnityEngine;
public class Parallax : MonoBehaviour
{
private float length, startPos;
public GameObject cam;
public float parallexEffect;
void Start()
{
startPos = transform.position.x;
length = GetComponent<SpriteRenderer>().bounds.size.x;
}
void FixedUpdate()
{
float temp = (cam.transform.position.x * (1 - parallexEffect));
float dist = (cam.transform.position.x * parallexEffect);
transform.position = new Vector3(startPos + dist, transform.position.y, transform.position.z);
if (temp > startPos + length) startPos += length;
else if (temp < startPos - length) startPos -= length;
}
}

@ -0,0 +1,67 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class PlayerMovement : MonoBehaviour
{
public CharacterController2D controller;
float HorizontalMove = 0f;
float VerticalMove = 0f;
bool jump = false;
bool jumping = false;
public Animator animator;
bool crouch = false;
bool crouching = false;
public float RunSpeed = 80f;
public AudioSource jumpsnd;
// Update is called once per frame
void Update()
{
VerticalMove = Input.GetAxisRaw("Vertical");
HorizontalMove = Input.GetAxisRaw("Horizontal") * RunSpeed;
animator.SetBool("Jumping", jumping);
animator.SetBool("Crouching", crouching);
animator.SetFloat("Speed", HorizontalMove);
if (transform.position.y < -23f)
{
transform.position = new Vector3(-2.18f, -11.78f, 0);
}
if ((VerticalMove > 0.8 || Input.GetButtonDown("Jump")) && !jumping)
{
jump = true;
jumping = true;
jumpsnd.transform.position = transform.position;
jumpsnd.Play();
}
if (VerticalMove < -0.8 || Input.GetButtonDown("Crouch"))
{
crouch = true;
} else if (Input.GetButtonUp("Crouch") || VerticalMove > -0.8)
{
crouch = false;
}
}
void FixedUpdate()
{
controller.Move(HorizontalMove * Time.fixedDeltaTime, crouch, jump);
jump = false;
}
public void OnLanding()
{
jumping = false;
jumpsnd.Stop();
}
public void OnCrouch(bool IsCrouching)
{
crouching = IsCrouching;
}
}

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}

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