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

239 lines
8.6 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace Animancer.Editor.Tools
{
/// <summary>[Editor-Only] [Pro-Only] A <see cref="SpriteModifierTool"/> for bulk-renaming <see cref="Sprite"/>s.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/tools/rename-sprites">Rename Sprites</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer.Editor.Tools/RenameSpritesTool
///
[Serializable]
public class RenameSpritesTool : SpriteModifierTool
{
/************************************************************************************************************************/
[NonSerialized] private List<string> _Names;
[NonSerialized] private bool _NamesAreDirty;
[NonSerialized] private ReorderableList _SpritesDisplay;
[NonSerialized] private ReorderableList _NamesDisplay;
[SerializeField] private string _NewName = "";
[SerializeField] private int _MinimumDigits;
/************************************************************************************************************************/
/// <inheritdoc/>
public override int DisplayOrder => 2;
/// <inheritdoc/>
public override string Name => "Rename Sprites";
/// <inheritdoc/>
public override string HelpURL => Strings.DocsURLs.RenameSprites;
/// <inheritdoc/>
public override string Instructions
{
get
{
if (Sprites.Count == 0)
return "Select the Sprites you want to rename.";
return "Enter the new name(s) you want to give the Sprites then click Apply.";
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void OnEnable(int index)
{
base.OnEnable(index);
_Names = new List<string>();
_SpritesDisplay = AnimancerToolsWindow.CreateReorderableObjectList(Sprites, "Sprites");
_NamesDisplay = AnimancerToolsWindow.CreateReorderableStringList(_Names, "Names");
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void OnSelectionChanged()
{
base.OnSelectionChanged();
_NamesAreDirty = true;
}
/************************************************************************************************************************/
/// <summary>Refreshes the <see cref="_Names"/>.</summary>
private void UpdateNames()
{
if (!_NamesAreDirty)
return;
_NamesAreDirty = false;
var sprites = Sprites;
AnimancerEditorUtilities.SetCount(_Names, sprites.Count);
if (string.IsNullOrEmpty(_NewName))
{
for (int i = 0; i < sprites.Count; i++)
_Names[i] = sprites[i].name;
}
else
{
var digits = Mathf.FloorToInt(Mathf.Log10(_Names.Count)) + 1;
if (digits < _MinimumDigits)
digits = _MinimumDigits;
var formatCharacters = new char[digits];
for (int i = 0; i < digits; i++)
formatCharacters[i] = '0';
var format = new string(formatCharacters);
for (int i = 0; i < _Names.Count; i++)
_Names[i] = _NewName + (i + 1).ToString(format);
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void DoBodyGUI()
{
base.DoBodyGUI();
EditorGUILayout.HelpBox(ReferencesLostMessage, MessageType.Warning);
AnimancerToolsWindow.BeginChangeCheck();
var newName = EditorGUILayout.TextField("New Name", _NewName);
if (AnimancerToolsWindow.EndChangeCheck(ref _NewName, newName))
_NamesAreDirty = true;
AnimancerToolsWindow.BeginChangeCheck();
var digits = EditorGUILayout.IntField("Minimum Digits", _MinimumDigits);
if (AnimancerToolsWindow.EndChangeCheck(ref _MinimumDigits, Mathf.Max(digits, 1)))
_NamesAreDirty = true;
UpdateNames();
GUILayout.BeginHorizontal();
{
GUILayout.BeginVertical();
_SpritesDisplay.DoLayoutList();
GUILayout.EndVertical();
GUILayout.BeginVertical();
_NamesDisplay.DoLayoutList();
GUILayout.EndVertical();
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
{
GUILayout.FlexibleSpace();
GUI.enabled = _NewName.Length > 0;
if (GUILayout.Button("Clear"))
{
AnimancerGUI.Deselect();
AnimancerToolsWindow.RecordUndo();
_NewName = "";
_NamesAreDirty = true;
}
GUI.enabled = _SpritesDisplay.list.Count > 0;
if (GUILayout.Button("Apply"))
{
AnimancerGUI.Deselect();
AskAndApply();
}
}
GUILayout.EndHorizontal();
}
/************************************************************************************************************************/
// We could prevent it from causing animations to lose their data by using ISpriteEditorDataProvider
// instead of TextureImporter, but it's in the 2D Sprite package which Animancer does not otherwise require.
private const string ReferencesLostMessage =
"Any references to the renamed Sprites will be lost (including animations that use them)" +
" but you can use the 'Remap Sprite Animations' tool to reassign them afterwards.";
/************************************************************************************************************************/
/// <inheritdoc/>
protected override string AreYouSure =>
"Are you sure you want to rename these Sprites?" +
"\n\n" + ReferencesLostMessage;
/************************************************************************************************************************/
private static Dictionary<Sprite, string> _SpriteToName;
/// <inheritdoc/>
protected override void PrepareToApply()
{
if (_SpriteToName == null)
_SpriteToName = new Dictionary<Sprite, string>();
else
_SpriteToName.Clear();
var sprites = Sprites;
for (int i = 0; i < sprites.Count; i++)
{
_SpriteToName.Add(sprites[i], _Names[i]);
}
// Renaming selected Sprites will lose the selection without triggering OnSelectionChanged.
EditorApplication.delayCall += OnSelectionChanged;
}
/************************************************************************************************************************/
/// <inheritdoc/>
protected override void Modify(SpriteDataEditor data, int index, Sprite sprite)
{
data.SetName(index, _SpriteToName[sprite]);
}
/************************************************************************************************************************/
/// <inheritdoc/>
protected override void Modify(TextureImporter importer, List<Sprite> sprites)
{
if (sprites.Count == 1 && importer.spriteImportMode != SpriteImportMode.Multiple)
{
var sprite = sprites[0];
var fileName = Path.GetFileNameWithoutExtension(importer.assetPath);
if (fileName == sprite.name)
{
AssetDatabase.RenameAsset(importer.assetPath, _SpriteToName[sprite]);
sprites.Clear();
}
}
base.Modify(importer, sprites);
}
/************************************************************************************************************************/
}
}
#endif