Net.Like.Xue.Tokyo/Assets/Plugins/Animancer/Internal/Editor/Animancer Tools/SpriteDataEditor.cs

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2024-11-03 16:42:23 +08:00
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
using System;
#if UNITY_2D_SPRITE
using UnityEditor.U2D.Sprites;
#else
#pragma warning disable CS0618 // Type or member is obsolete.
#endif
namespace Animancer.Editor.Tools
{
/// <summary>A wrapper around the '2D Sprite' package features for editing Sprite data.</summary>
public class SpriteDataEditor
{
/************************************************************************************************************************/
#if UNITY_2D_SPRITE
/************************************************************************************************************************/
private static SpriteDataProviderFactories _Factories;
private static SpriteDataProviderFactories Factories
{
get
{
if (_Factories == null)
{
_Factories = new SpriteDataProviderFactories();
_Factories.Init();
}
return _Factories;
}
}
/************************************************************************************************************************/
private readonly ISpriteEditorDataProvider Provider;
private SpriteRect[] _SpriteRects;
/************************************************************************************************************************/
/// <summary>The number of sprites in the target data.</summary>
public int SpriteCount
{
get => _SpriteRects.Length;
set => Array.Resize(ref _SpriteRects, value);
}
/// <summary>Returns the name of the sprite at the specified `index`.</summary>
public string GetName(int index) => _SpriteRects[index].name;
/// <summary>Sets the name of the sprite at the specified `index`.</summary>
public void SetName(int index, string name) => _SpriteRects[index].name = name;
/// <summary>Returns the rect of the sprite at the specified `index`.</summary>
public Rect GetRect(int index) => _SpriteRects[index].rect;
/// <summary>Sets the rect of the sprite at the specified `index`.</summary>
public void SetRect(int index, Rect rect) => _SpriteRects[index].rect = rect;
/// <summary>Returns the pivot of the sprite at the specified `index`.</summary>
public Vector2 GetPivot(int index) => _SpriteRects[index].pivot;
/// <summary>Sets the pivot of the sprite at the specified `index`.</summary>
public void SetPivot(int index, Vector2 pivot) => _SpriteRects[index].pivot = pivot;
/// <summary>Returns the alignment of the sprite at the specified `index`.</summary>
public SpriteAlignment GetAlignment(int index) => _SpriteRects[index].alignment;
/// <summary>Sets the alignment of the sprite at the specified `index`.</summary>
public void SetAlignment(int index, SpriteAlignment alignment) => _SpriteRects[index].alignment = alignment;
/// <summary>Returns the border of the sprite at the specified `index`.</summary>
public Vector4 GetBorder(int index) => _SpriteRects[index].border;
/// <summary>Sets the border of the sprite at the specified `index`.</summary>
public void SetBorder(int index, Vector4 border) => _SpriteRects[index].border = border;
/************************************************************************************************************************/
#else
/************************************************************************************************************************/
private SpriteMetaData[] _SpriteSheet;
/************************************************************************************************************************/
/// <summary>The number of sprites in the target data.</summary>
public int SpriteCount
{
get => _SpriteSheet.Length;
set => Array.Resize(ref _SpriteSheet, value);
}
/// <summary>Returns the name of the sprite at the specified `index`.</summary>
public string GetName(int index) => _SpriteSheet[index].name;
/// <summary>Sets the name of the sprite at the specified `index`.</summary>
public void SetName(int index, string name) => _SpriteSheet[index].name = name;
/// <summary>Returns the rect of the sprite at the specified `index`.</summary>
public Rect GetRect(int index) => _SpriteSheet[index].rect;
/// <summary>Sets the rect of the sprite at the specified `index`.</summary>
public void SetRect(int index, Rect rect) => _SpriteSheet[index].rect = rect;
/// <summary>Returns the pivot of the sprite at the specified `index`.</summary>
public Vector2 GetPivot(int index) => _SpriteSheet[index].pivot;
/// <summary>Sets the pivot of the sprite at the specified `index`.</summary>
public void SetPivot(int index, Vector2 pivot) => _SpriteSheet[index].pivot = pivot;
/// <summary>Returns the alignment of the sprite at the specified `index`.</summary>
public SpriteAlignment GetAlignment(int index) => (SpriteAlignment)_SpriteSheet[index].alignment;
/// <summary>Sets the alignment of the sprite at the specified `index`.</summary>
public void SetAlignment(int index, SpriteAlignment alignment) => _SpriteSheet[index].alignment = (int)alignment;
/// <summary>Returns the border of the sprite at the specified `index`.</summary>
public Vector4 GetBorder(int index) => _SpriteSheet[index].border;
/// <summary>Sets the border of the sprite at the specified `index`.</summary>
public void SetBorder(int index, Vector4 border) => _SpriteSheet[index].border = border;
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
private readonly TextureImporter Importer;
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="SpriteDataEditor"/>.</summary>
public SpriteDataEditor(TextureImporter importer)
{
Importer = importer;
#if UNITY_2D_SPRITE
Provider = Factories.GetSpriteEditorDataProviderFromObject(importer);
Provider.InitSpriteEditorDataProvider();
_SpriteRects = Provider.GetSpriteRects();
#else
_SpriteSheet = importer.spritesheet;
#endif
}
/************************************************************************************************************************/
/// <summary>Tries to find the index of the data matching the `sprite`.</summary>
/// <remarks>
/// Returns -1 if there is no data matching the <see cref="UnityEngine.Object.name"/>.
/// <para></para>
/// Returns -2 if there is more than one data matching the <see cref="UnityEngine.Object.name"/> but no
/// <see cref="Sprite.rect"/> match.
/// </remarks>
public int IndexOf(Sprite sprite)
{
var nameMatchIndex = -1;
var count = SpriteCount;
for (int i = 0; i < count; i++)
{
if (GetName(i) == sprite.name)
{
if (GetRect(i) == sprite.rect)
return i;
if (nameMatchIndex == -1)// First name match.
nameMatchIndex = i;
else
nameMatchIndex = -2;// Already found 2 name matches.
}
}
if (nameMatchIndex == -1)
{
Debug.LogError($"No {nameof(SpriteMetaData)} for '{sprite.name}' was found.", sprite);
}
else if (nameMatchIndex == -2)
{
Debug.LogError($"More than one {nameof(SpriteMetaData)} for '{sprite.name}' was found" +
$" but none of them matched the {nameof(Sprite)}.{nameof(Sprite.rect)}." +
$" If the texture's Max Size is smaller than its actual size, increase the Max Size before performing this" +
$" operation so that the {nameof(Rect)}s can be used to identify the correct data.", sprite);
}
return nameMatchIndex;
}
/************************************************************************************************************************/
/// <summary>Logs an error and returns false if the data at the specified `index` is out of the texture bounds.</summary>
public bool ValidateBounds(int index, Sprite sprite)
{
var rect = GetRect(index);
var widthScale = rect.width / sprite.rect.width;
var heightScale = rect.height / sprite.rect.height;
if (rect.xMin < 0 ||
rect.yMin < 0 ||
rect.xMax > sprite.texture.width * widthScale ||
rect.yMax > sprite.texture.height * heightScale)
{
var path = AssetDatabase.GetAssetPath(sprite);
Debug.LogError($"This modification would have put '{sprite.name}' out of bounds" +
$" so '{path}' was not modified.", sprite);
return false;
}
return true;
}
/************************************************************************************************************************/
/// <summary>Applies any modifications to the target asset.</summary>
public void Apply()
{
#if UNITY_2D_SPRITE
Provider.SetSpriteRects(_SpriteRects);
Provider.Apply();
#else
Importer.spritesheet = _SpriteSheet;
EditorUtility.SetDirty(Importer);
#endif
Importer.SaveAndReimport();
}
/************************************************************************************************************************/
}
}
#endif