This commit is contained in:
2021-06-13 10:28:03 +02:00
parent eb70603c85
commit df2d24cbd3
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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"
};
}
}
}
}

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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, "");
}
}
}

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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;
}
}
}