155 lines
6.9 KiB
C#
155 lines
6.9 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using UnityEditor.AssetImporters;
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using UnityEngine;
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using UnityEngine.U2D.Animation;
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namespace UnityEditor.U2D.Animation
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{
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/// <summary>
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/// A ScriptedImporter that imports .spriteLib extension file to generate
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/// SpriteLibraryAsset
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/// </summary>
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[ScriptedImporter(1, "spriteLib")]
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public class SpriteLibrarySourceAssetImporter : ScriptedImporter
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{
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[SerializeField]
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private SpriteLibraryAsset m_PrimaryLibrary;
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/// <summary>
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/// Implementation of ScriptedImporter.OnImportAsset
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/// </summary>
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/// <param name="ctx">
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/// This argument contains all the contextual information needed to process the import
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/// event and is also used by the custom importer to store the resulting Unity Asset.
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/// </param>
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public override void OnImportAsset(AssetImportContext ctx)
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{
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var spriteLib = ScriptableObject.CreateInstance<SpriteLibraryAsset>();
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spriteLib.name = System.IO.Path.GetFileNameWithoutExtension(assetPath);
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var sourceAsset = UnityEditorInternal.InternalEditorUtility.LoadSerializedFileAndForget(assetPath);
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if (sourceAsset?.Length > 0)
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{
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var sourceLibraryAsset = sourceAsset[0] as SpriteLibrarySourceAsset;
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if (sourceLibraryAsset != null)
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{
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foreach (var cat in sourceLibraryAsset.library)
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{
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spriteLib.AddCategoryLabel(null, cat.name, null);
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foreach (var entry in cat.overrideEntries)
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{
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spriteLib.AddCategoryLabel(entry.spriteOverride, cat.name, entry.name);
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}
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}
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}
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if (!string.IsNullOrEmpty(sourceLibraryAsset.primaryLibraryID))
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{
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var primaryAssetPath = AssetDatabase.GUIDToAssetPath(sourceLibraryAsset.primaryLibraryID);
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if (primaryAssetPath != assetPath)
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{
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ctx.DependsOnArtifact(AssetDatabase.GUIDToAssetPath(sourceLibraryAsset.primaryLibraryID));
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m_PrimaryLibrary = AssetDatabase.LoadAssetAtPath<SpriteLibraryAsset>(primaryAssetPath);
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}
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}
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}
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ctx.AddObjectToAsset("SpriteLib", spriteLib, IconUtility.LoadIconResource("Sprite Library", "Icons/Light", "Icons/Dark"));
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}
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internal static SpriteLibrarySourceAsset LoadSpriteLibrarySourceAsset(string path)
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{
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var loadedObjects = UnityEditorInternal.InternalEditorUtility.LoadSerializedFileAndForget(path);
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foreach (var obj in loadedObjects)
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{
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if (obj is SpriteLibrarySourceAsset)
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return (SpriteLibrarySourceAsset)obj;
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}
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return null;
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}
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internal static void SaveSpriteLibrarySourceAsset(SpriteLibrarySourceAsset obj, string path)
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{
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UnityEditorInternal.InternalEditorUtility.SaveToSerializedFileAndForget(new [] {obj}, path, true);
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}
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[MenuItem("internal:Assets/Convert to SpriteLibrarySourceAsset", true)]
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static bool ConvertToSpriteLibrarySourceAssetValidate()
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{
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foreach (var obj in Selection.objects)
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{
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if (obj is SpriteLibraryAsset)
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return true;
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}
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return false;
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}
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[MenuItem("internal:Assets/Convert to SpriteLibrarySourceAsset")]
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static void ConvertToSourceAsset()
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{
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foreach (var obj in Selection.objects)
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{
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if (obj is SpriteLibraryAsset)
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{
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var asset = (SpriteLibraryAsset) obj;
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var path = AssetDatabase.GetAssetPath(asset);
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var currentAssetPath = Path.GetDirectoryName(path);
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var fileName = Path.GetFileNameWithoutExtension(path);
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var convertFileName = fileName + ".spriteLib";
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convertFileName = AssetDatabase.GenerateUniqueAssetPath(Path.Combine(currentAssetPath, convertFileName));
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var convertAsset = ScriptableObject.CreateInstance<SpriteLibrarySourceAsset>();
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convertAsset.library = new List<SpriteLibCategoryOverride>(asset.categories.Count);
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for (int i = 0; i < asset.categories.Count; ++i)
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{
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var category = asset.categories[i];
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var newCategory = new SpriteLibCategoryOverride()
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{
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overrideEntries = new List<SpriteCategoryEntryOverride>(category.categoryList.Count),
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name = category.name,
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entryOverrideCount = 0,
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fromMain = false
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};
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convertAsset.library.Add(newCategory);
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for (int j = 0; j < category.categoryList.Count; ++j)
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{
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newCategory.overrideEntries.Add(new SpriteCategoryEntryOverride()
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{
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name = category.categoryList[j].name,
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sprite = null,
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fromMain = false,
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spriteOverride = category.categoryList[j].sprite
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});
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}
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}
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SpriteLibrarySourceAssetImporter.SaveSpriteLibrarySourceAsset(convertAsset, convertFileName);
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}
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}
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AssetDatabase.Refresh();
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}
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}
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internal class SpriteLibrarySourceAssetPostProcessor: AssetPostprocessor
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{
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void OnPreprocessAsset()
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{
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if (assetImporter is SpriteLibrarySourceAssetImporter)
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{
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var obj = SpriteLibrarySourceAssetImporter.LoadSpriteLibrarySourceAsset(assetPath);
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if (obj != null)
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{
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SpriteLibraryAsset mainLibraryAsset = null;
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var mainLibraryAssetAssetPath = AssetDatabase.GUIDToAssetPath(obj.primaryLibraryID);
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mainLibraryAsset = AssetDatabase.LoadAssetAtPath<SpriteLibraryAsset>(mainLibraryAssetAssetPath);
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var so = new SerializedObject(obj);
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var library = so.FindProperty("m_Library");
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SpriteLibraryDataInspector.UpdateLibraryWithNewMainLibrary(mainLibraryAsset, library);
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if (so.hasModifiedProperties)
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{
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so.ApplyModifiedPropertiesWithoutUndo();
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SpriteLibrarySourceAssetImporter.SaveSpriteLibrarySourceAsset(obj, assetPath);
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}
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}
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}
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}
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}
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} |