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#pragma warning disable CS0618 // Type or member is obsolete.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