public void Reset()
    {
        Animator animparam = GetComponent <Animator> ();

        UnityEditorInternal.AnimatorController controller = animparam.runtimeAnimatorController as UnityEditorInternal.AnimatorController;
        parameterInfos = new AnimatorParameterInfo[controller.parameterCount];

        for (int i = 0; i < controller.parameterCount; i++)
        {
            var param = controller.GetParameter(i);
            parameterInfos [i].hashName = Animator.StringToHash(controller.GetParameter(i).name);

            if (param.type == UnityEditorInternal.AnimatorControllerParameterType.Bool)
            {
                parameterInfos [i].type = ResumeAnimator.AnimatorParameterInfo.ParameterType.BOOL;
            }
            else if (param.type == UnityEditorInternal.AnimatorControllerParameterType.Float)
            {
                parameterInfos [i].type = ResumeAnimator.AnimatorParameterInfo.ParameterType.FLOAT;
            }
            else if (param.type == UnityEditorInternal.AnimatorControllerParameterType.Int)
            {
                parameterInfos [i].type = ResumeAnimator.AnimatorParameterInfo.ParameterType.INT;
            }
            else if (param.type == UnityEditorInternal.AnimatorControllerParameterType.Trigger)
            {
                parameterInfos [i].type = ResumeAnimator.AnimatorParameterInfo.ParameterType.TRIGGER;
            }
        }
    }
Beispiel #2
0
 public static void FindAllAniInControl(UnityEditorInternal.AnimatorController control, List <AnimationClip> list)
 {
     mapClip2State.Clear();
     for (int i = 0; i < control.layerCount; i++)
     {
         var layer = control.GetLayer(i);
         FindAllAniInControlMachine(layer.stateMachine, list);
     }
 }
        //-------------------------------------------------------------------------
        public static bool ReadUnity43SpriteAnimatorParams(GameObject gameObject, UnityEngine.Animator unity43Animator, ref Sprite[] spriteFramesArray, ref string[] spriteIDStrings, ref int numFrames)
        {
#if UNITY_5_AND_LATER
            UnityEditor.Animations.AnimatorController controller = (UnityEditor.Animations.AnimatorController)unity43Animator.runtimeAnimatorController;
#else
            UnityEditorInternal.AnimatorController controller = (UnityEditorInternal.AnimatorController)unity43Animator.runtimeAnimatorController;
#endif
            if (!controller)
            {
                numFrames = 1;
                return(false);
            }
            // Note: we have to maintain the order to keep the spriteRef and spriteID indices linked.
            // Thus we don't use a HashSet for duplicate prevention but a list.Contains() call.
            List <string>             spriteIDs    = new List <string>();
            List <UnityEngine.Sprite> spriteFrames = new List <Sprite>();

            AnimationClip[] clips = AnimationUtility.GetAnimationClips(gameObject);
            for (int index = 0; index < clips.Length; ++index)
            {
                AnimationClip clip = clips[index];

                EditorCurveBinding[] bindings = AnimationUtility.GetObjectReferenceCurveBindings(clip);
                if (bindings != null)
                {
                    for (int bindingIndex = 0; bindingIndex < bindings.Length; ++bindingIndex)
                    {
                        EditorCurveBinding binding = bindings[bindingIndex];
                        if (binding.isPPtrCurve)
                        {
                            ObjectReferenceKeyframe[] references = AnimationUtility.GetObjectReferenceCurve(clip, binding);
                            for (int refIndex = 0; refIndex < references.Length; ++refIndex)
                            {
                                ObjectReferenceKeyframe reference = references[refIndex];
                                UnityEngine.Sprite      spriteRef = (UnityEngine.Sprite)reference.value;
                                if (spriteRef != null)
                                {
                                    string spriteID = spriteRef.name;
                                    if (!spriteIDs.Contains(spriteID))
                                    {
                                        spriteFrames.Add(spriteRef);
                                        spriteIDs.Add(spriteID);
                                    }
                                }
                            }
                        }
                    }
                }
            }
            spriteFramesArray = spriteFrames.ToArray();
            spriteIDStrings   = spriteIDs.ToArray();
            numFrames         = spriteIDStrings.Length;
            return(true);
        }
 public static IEnumerable <UnityEditorInternal.State> EnumerateStatesRecursive(this UnityEditorInternal.AnimatorController ac)
 {
     for (int i = 0; i < ac.layerCount; ++i)
     {
         var layer = ac.GetLayer(i);
         foreach (var j in EnumerateStatesRecursive(layer.stateMachine))
         {
             yield return(j);
         }
     }
 }
    float getAnimClip()
    {
        float length;

        UnityEditorInternal.AnimatorController ac = anim.runtimeAnimatorController as UnityEditorInternal.AnimatorController;
        UnityEditorInternal.StateMachine       sm = ac.GetLayer(0).stateMachine;

        UnityEditorInternal.State state = sm.GetState(0);
        AnimationClip             clip  = state.GetMotion() as AnimationClip;

        length = clip.length;

        return(length);
    }
Beispiel #6
0
        private void UpdateClipSettings(AnimationClip clip, bool isNewClip)
        {
            clip.wrapMode = WrapMode.Loop;

            AnimationUtility.SetAnimationType(clip, ModelImporterAnimationType.Generic);

            AnimationClipSettings settings = AnimationUtility.GetAnimationClipSettings(clip);

            settings.loopTime  = true;
            settings.startTime = 0f;
            // If animation is a single keyframe then make sure stop time is a small value rather than 0,
            // as Unity will otherwise default to an animation length of 1 second
            settings.stopTime = Mathf.Max(clip.length, 0.01f);

            SpineUtilities.SetAnimationSettings(clip, settings);

            // Add animation clip to layer 0 of the animator controller
            UnityEditorInternal.AnimatorController controller = transform.GetComponent <Animator>().runtimeAnimatorController as UnityEditorInternal.AnimatorController;

            if (controller && isNewClip)
            {
                UnityEditorInternal.AnimatorController.AddAnimationClipToController(controller, clip);
            }
        }
Beispiel #7
0
    //找到animator中的animationclip
    private static AnimationClip FindAnimation(GameObject obj)
    {
        string        name = null;
        AnimationClip clip = new AnimationClip();
        Animator      anim = obj.GetComponent <Animator>();


        if (anim != null)
        {
            UnityEditorInternal.AnimatorController ac =
                anim.runtimeAnimatorController as UnityEditorInternal.AnimatorController;
            if (null == ac)
            {
                return(null);
            }
            if (null == ac.GetLayer(0))
            {
                return(null);
            }
            UnityEditorInternal.StateMachine sm = ac.GetLayer(0).stateMachine;

            for (int i = 0; i < sm.stateCount; i++)
            {
                UnityEditorInternal.State state = sm.GetState(i);

                clip = state.GetMotion() as AnimationClip;
                if (clip != null)
                {
                    name = clip.name;
                    return(clip);
                }
            }
        }

        return(null);
    }
Beispiel #8
0
    void CheckResources()
    {
        ActiveTextures.Clear();
        ActiveMaterials.Clear();
        ActiveMeshDetails.Clear();

        Renderer[] renderers = FindObjects <Renderer>();

        //Debug.Log("Total renderers "+renderers.Length);
        foreach (Renderer renderer in renderers)
        {
            //Debug.Log("Renderer is "+renderer.name);
            foreach (Material material in renderer.sharedMaterials)
            {
                MaterialDetails tMaterialDetails = FindMaterialDetails(material);
                if (tMaterialDetails == null)
                {
                    tMaterialDetails          = new MaterialDetails();
                    tMaterialDetails.material = material;
                    ActiveMaterials.Add(tMaterialDetails);
                }
                tMaterialDetails.FoundInRenderers.Add(renderer);
            }

            if (renderer is SpriteRenderer)
            {
                SpriteRenderer tSpriteRenderer = (SpriteRenderer)renderer;

                if (tSpriteRenderer.sprite != null)
                {
                    var tSpriteTextureDetail = GetTextureDetail(tSpriteRenderer.sprite.texture, renderer);
                    if (!ActiveTextures.Contains(tSpriteTextureDetail))
                    {
                        ActiveTextures.Add(tSpriteTextureDetail);
                    }
                }
            }
        }

        if (IncludeGuiElements)
        {
            Graphic[] graphics = FindObjects <Graphic>();

            foreach (Graphic graphic in graphics)
            {
                if (graphic.mainTexture)
                {
                    var tSpriteTextureDetail = GetTextureDetail(graphic.mainTexture, graphic);
                    if (!ActiveTextures.Contains(tSpriteTextureDetail))
                    {
                        ActiveTextures.Add(tSpriteTextureDetail);
                    }
                }

                if (graphic.materialForRendering)
                {
                    MaterialDetails tMaterialDetails = FindMaterialDetails(graphic.materialForRendering);
                    if (tMaterialDetails == null)
                    {
                        tMaterialDetails          = new MaterialDetails();
                        tMaterialDetails.material = graphic.materialForRendering;
                        ActiveMaterials.Add(tMaterialDetails);
                    }
                    tMaterialDetails.FoundInGraphics.Add(graphic);
                }
            }
        }

        foreach (MaterialDetails tMaterialDetails in ActiveMaterials)
        {
            Material tMaterial = tMaterialDetails.material;
            if (tMaterial != null)
            {
                var dependencies = EditorUtility.CollectDependencies(new UnityEngine.Object[] { tMaterial });
                foreach (Object obj in dependencies)
                {
                    if (obj is Texture)
                    {
                        Texture tTexture       = obj as Texture;
                        var     tTextureDetail = GetTextureDetail(tTexture, tMaterial, tMaterialDetails);
                        ActiveTextures.Add(tTextureDetail);
                    }
                }

                //if the texture was downloaded, it won't be included in the editor dependencies
                if (tMaterial.mainTexture != null && !dependencies.Contains(tMaterial.mainTexture))
                {
                    var tTextureDetail = GetTextureDetail(tMaterial.mainTexture, tMaterial, tMaterialDetails);
                    ActiveTextures.Add(tTextureDetail);
                }
            }
        }


        MeshFilter[] meshFilters = FindObjects <MeshFilter>();

        foreach (MeshFilter tMeshFilter in meshFilters)
        {
            Mesh tMesh = tMeshFilter.sharedMesh;
            if (tMesh != null)
            {
                MeshDetails tMeshDetails = FindMeshDetails(tMesh);
                if (tMeshDetails == null)
                {
                    tMeshDetails      = new MeshDetails();
                    tMeshDetails.mesh = tMesh;
                    ActiveMeshDetails.Add(tMeshDetails);
                }
                tMeshDetails.FoundInMeshFilters.Add(tMeshFilter);
            }
        }

        SkinnedMeshRenderer[] skinnedMeshRenderers = FindObjects <SkinnedMeshRenderer>();

        foreach (SkinnedMeshRenderer tSkinnedMeshRenderer in skinnedMeshRenderers)
        {
            Mesh tMesh = tSkinnedMeshRenderer.sharedMesh;
            if (tMesh != null)
            {
                MeshDetails tMeshDetails = FindMeshDetails(tMesh);
                if (tMeshDetails == null)
                {
                    tMeshDetails      = new MeshDetails();
                    tMeshDetails.mesh = tMesh;
                    ActiveMeshDetails.Add(tMeshDetails);
                }
                tMeshDetails.FoundInSkinnedMeshRenderer.Add(tSkinnedMeshRenderer);
            }
        }

        if (IncludeSpriteAnimations)
        {
            Animator[] animators = FindObjects <Animator>();
            foreach (Animator anim in animators)
            {
                                #if UNITY_4_6 || UNITY_4_5 || UNITY_4_4 || UNITY_4_3
                UnityEditorInternal.AnimatorController ac = anim.runtimeAnimatorController as UnityEditorInternal.AnimatorController;
                                #elif UNITY_5
                UnityEditor.Animations.AnimatorController ac = anim.runtimeAnimatorController as UnityEditor.Animations.AnimatorController;
                                #endif

                //Skip animators without layers, this can happen if they don't have an animator controller.
                if (!ac || ac.layers == null || ac.layers.Length == 0)
                {
                    continue;
                }

                for (int x = 0; x < anim.layerCount; x++)
                {
                                        #if UNITY_4_6 || UNITY_4_5 || UNITY_4_4 || UNITY_4_3
                    UnityEditorInternal.StateMachine sm = ac.GetLayer(x).stateMachine;
                    int cnt = sm.stateCount;
                                        #elif UNITY_5
                    UnityEditor.Animations.AnimatorStateMachine sm = ac.layers[x].stateMachine;
                    int cnt = sm.states.Length;
                                        #endif

                    for (int i = 0; i < cnt; i++)
                    {
                                                #if UNITY_4_6 || UNITY_4_5 || UNITY_4_4 || UNITY_4_3
                        UnityEditorInternal.State state = sm.GetState(i);
                        Motion m = state.GetMotion();
                                                #elif UNITY_5
                        UnityEditor.Animations.AnimatorState state = sm.states[i].state;
                        Motion m = state.motion;
                                                #endif
                        if (m != null)
                        {
                            AnimationClip clip = m as AnimationClip;

                            EditorCurveBinding[] ecbs = AnimationUtility.GetObjectReferenceCurveBindings(clip);

                            foreach (EditorCurveBinding ecb in ecbs)
                            {
                                if (ecb.propertyName == "m_Sprite")
                                {
                                    foreach (ObjectReferenceKeyframe keyframe in AnimationUtility.GetObjectReferenceCurve(clip, ecb))
                                    {
                                        Sprite tSprite = keyframe.value as Sprite;

                                        if (tSprite != null)
                                        {
                                            var tTextureDetail = GetTextureDetail(tSprite.texture, anim);
                                            if (!ActiveTextures.Contains(tTextureDetail))
                                            {
                                                ActiveTextures.Add(tTextureDetail);
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }

        if (IncludeScriptReferences)
        {
            MonoBehaviour[] scripts = FindObjects <MonoBehaviour>();
            foreach (MonoBehaviour script in scripts)
            {
                BindingFlags flags  = BindingFlags.Public | BindingFlags.Instance;                // only public non-static fields are bound to by Unity.
                FieldInfo[]  fields = script.GetType().GetFields(flags);

                foreach (FieldInfo field in fields)
                {
                    System.Type fieldType = field.FieldType;
                    if (fieldType == typeof(Sprite))
                    {
                        Sprite tSprite = field.GetValue(script) as Sprite;
                        if (tSprite != null)
                        {
                            var tSpriteTextureDetail = GetTextureDetail(tSprite.texture, script);
                            if (!ActiveTextures.Contains(tSpriteTextureDetail))
                            {
                                ActiveTextures.Add(tSpriteTextureDetail);
                            }
                        }
                    }
                }
            }
        }

        TotalTextureMemory = 0;
        foreach (TextureDetails tTextureDetails in ActiveTextures)
        {
            TotalTextureMemory += tTextureDetails.memSizeKB;
        }

        TotalMeshVertices = 0;
        foreach (MeshDetails tMeshDetails in ActiveMeshDetails)
        {
            TotalMeshVertices += tMeshDetails.mesh.vertexCount;
        }

        // Sort by size, descending
        ActiveTextures.Sort(delegate(TextureDetails details1, TextureDetails details2) { return(details2.memSizeKB - details1.memSizeKB); });
        ActiveMeshDetails.Sort(delegate(MeshDetails details1, MeshDetails details2) { return(details2.mesh.vertexCount - details1.mesh.vertexCount); });

        collectedInPlayingMode = Application.isPlaying;
    }
    void CheckResources()
    {
        ActiveTextures.Clear();
        ActiveMaterials.Clear();
        ActiveMeshDetails.Clear();
        MissingObjects.Clear();
        thingsMissing = false;

        Renderer[] renderers = FindObjects <Renderer>();

        MaterialDetails skyMat = new MaterialDetails();

        skyMat.material = RenderSettings.skybox;
        skyMat.isSky    = true;
        ActiveMaterials.Add(skyMat);

        //Debug.Log("Total renderers "+renderers.Length);
        foreach (Renderer renderer in renderers)
        {
            //Debug.Log("Renderer is "+renderer.name);
            foreach (Material material in renderer.sharedMaterials)
            {
                MaterialDetails tMaterialDetails = FindMaterialDetails(material);
                if (tMaterialDetails == null)
                {
                    tMaterialDetails          = new MaterialDetails();
                    tMaterialDetails.material = material;
                    ActiveMaterials.Add(tMaterialDetails);
                }
                tMaterialDetails.FoundInRenderers.Add(renderer);
            }

            if (renderer is SpriteRenderer)
            {
                SpriteRenderer tSpriteRenderer = (SpriteRenderer)renderer;

                if (tSpriteRenderer.sprite != null)
                {
                    var tSpriteTextureDetail = GetTextureDetail(tSpriteRenderer.sprite.texture, renderer);
                    if (!ActiveTextures.Contains(tSpriteTextureDetail))
                    {
                        ActiveTextures.Add(tSpriteTextureDetail);
                    }
                }
                else if (tSpriteRenderer.sprite == null)
                {
                    MissingGraphic tMissing = new MissingGraphic();
                    tMissing.Object = tSpriteRenderer.transform;
                    tMissing.type   = "sprite";
                    tMissing.name   = tSpriteRenderer.transform.name;
                    MissingObjects.Add(tMissing);
                    thingsMissing = true;
                }
            }
        }

        if (IncludeLightmapTextures)
        {
            LightmapData[] lightmapTextures = LightmapSettings.lightmaps;

            // Unity lightmaps
            foreach (LightmapData lightmapData in lightmapTextures)
            {
                if (lightmapData.lightmapColor != null)
                {
                    var textureDetail = GetTextureDetail(lightmapData.lightmapColor);

                    if (!ActiveTextures.Contains(textureDetail))
                    {
                        ActiveTextures.Add(textureDetail);
                    }
                }

                if (lightmapData.lightmapDir != null)
                {
                    var textureDetail = GetTextureDetail(lightmapData.lightmapColor);

                    if (!ActiveTextures.Contains(textureDetail))
                    {
                        ActiveTextures.Add(textureDetail);
                    }
                }

                if (lightmapData.shadowMask != null)
                {
                    var textureDetail = GetTextureDetail(lightmapData.shadowMask);

                    if (!ActiveTextures.Contains(textureDetail))
                    {
                        ActiveTextures.Add(textureDetail);
                    }
                }
            }
        }

        if (IncludeGuiElements)
        {
            Graphic[] graphics = FindObjects <Graphic>();

            foreach (Graphic graphic in graphics)
            {
                if (graphic.mainTexture)
                {
                    var tSpriteTextureDetail = GetTextureDetail(graphic.mainTexture, graphic);
                    if (!ActiveTextures.Contains(tSpriteTextureDetail))
                    {
                        ActiveTextures.Add(tSpriteTextureDetail);
                    }
                }

                if (graphic.materialForRendering)
                {
                    MaterialDetails tMaterialDetails = FindMaterialDetails(graphic.materialForRendering);
                    if (tMaterialDetails == null)
                    {
                        tMaterialDetails          = new MaterialDetails();
                        tMaterialDetails.material = graphic.materialForRendering;
                        tMaterialDetails.isgui    = true;
                        ActiveMaterials.Add(tMaterialDetails);
                    }
                    tMaterialDetails.FoundInGraphics.Add(graphic);
                }
            }

            Button[] buttons = FindObjects <Button>();
            foreach (Button button in buttons)
            {
                CheckButtonSpriteState(button, button.spriteState.disabledSprite);
                CheckButtonSpriteState(button, button.spriteState.highlightedSprite);
                CheckButtonSpriteState(button, button.spriteState.pressedSprite);
            }
        }

        foreach (MaterialDetails tMaterialDetails in ActiveMaterials)
        {
            Material tMaterial = tMaterialDetails.material;
            if (tMaterial != null)
            {
                var dependencies = EditorUtility.CollectDependencies(new UnityEngine.Object[] { tMaterial });
                foreach (Object obj in dependencies)
                {
                    if (obj is Texture)
                    {
                        Texture tTexture       = obj as Texture;
                        var     tTextureDetail = GetTextureDetail(tTexture, tMaterial, tMaterialDetails);
                        tTextureDetail.isSky    = tMaterialDetails.isSky;
                        tTextureDetail.instance = tMaterialDetails.instance;
                        tTextureDetail.isgui    = tMaterialDetails.isgui;
                        ActiveTextures.Add(tTextureDetail);
                    }
                }

                //if the texture was downloaded, it won't be included in the editor dependencies
                if (tMaterial.HasProperty("_MainTex"))
                {
                    if (tMaterial.mainTexture != null && !dependencies.Contains(tMaterial.mainTexture))
                    {
                        var tTextureDetail = GetTextureDetail(tMaterial.mainTexture, tMaterial, tMaterialDetails);
                        ActiveTextures.Add(tTextureDetail);
                    }
                }
            }
        }


        MeshFilter[] meshFilters = FindObjects <MeshFilter>();

        foreach (MeshFilter tMeshFilter in meshFilters)
        {
            Mesh tMesh = tMeshFilter.sharedMesh;
            if (tMesh != null)
            {
                MeshDetails tMeshDetails = FindMeshDetails(tMesh);
                if (tMeshDetails == null)
                {
                    tMeshDetails      = new MeshDetails();
                    tMeshDetails.mesh = tMesh;
                    ActiveMeshDetails.Add(tMeshDetails);
                }
                tMeshDetails.FoundInMeshFilters.Add(tMeshFilter);

                if (GameObjectUtility.AreStaticEditorFlagsSet(tMeshFilter.gameObject, StaticEditorFlags.BatchingStatic))
                {
                    tMeshDetails.StaticBatchingEnabled.Add(tMeshFilter.gameObject);
                }
            }
            else if (tMesh == null && tMeshFilter.transform.GetComponent("TextContainer") == null)
            {
                MissingGraphic tMissing = new MissingGraphic();
                tMissing.Object = tMeshFilter.transform;
                tMissing.type   = "mesh";
                tMissing.name   = tMeshFilter.transform.name;
                MissingObjects.Add(tMissing);
                thingsMissing = true;
            }

            var meshRenderrer = tMeshFilter.transform.GetComponent <MeshRenderer>();

            if (meshRenderrer == null || meshRenderrer.sharedMaterial == null)
            {
                MissingGraphic tMissing = new MissingGraphic();
                tMissing.Object = tMeshFilter.transform;
                tMissing.type   = "material";
                tMissing.name   = tMeshFilter.transform.name;
                MissingObjects.Add(tMissing);
                thingsMissing = true;
            }
        }

        SkinnedMeshRenderer[] skinnedMeshRenderers = FindObjects <SkinnedMeshRenderer>();

        foreach (SkinnedMeshRenderer tSkinnedMeshRenderer in skinnedMeshRenderers)
        {
            Mesh tMesh = tSkinnedMeshRenderer.sharedMesh;
            if (tMesh != null)
            {
                MeshDetails tMeshDetails = FindMeshDetails(tMesh);
                if (tMeshDetails == null)
                {
                    tMeshDetails      = new MeshDetails();
                    tMeshDetails.mesh = tMesh;
                    ActiveMeshDetails.Add(tMeshDetails);
                }
                tMeshDetails.FoundInSkinnedMeshRenderer.Add(tSkinnedMeshRenderer);
            }
            else if (tMesh == null)
            {
                MissingGraphic tMissing = new MissingGraphic();
                tMissing.Object = tSkinnedMeshRenderer.transform;
                tMissing.type   = "mesh";
                tMissing.name   = tSkinnedMeshRenderer.transform.name;
                MissingObjects.Add(tMissing);
                thingsMissing = true;
            }
            if (tSkinnedMeshRenderer.sharedMaterial == null)
            {
                MissingGraphic tMissing = new MissingGraphic();
                tMissing.Object = tSkinnedMeshRenderer.transform;
                tMissing.type   = "material";
                tMissing.name   = tSkinnedMeshRenderer.transform.name;
                MissingObjects.Add(tMissing);
                thingsMissing = true;
            }
        }

        if (IncludeSpriteAnimations)
        {
            Animator[] animators = FindObjects <Animator>();
            foreach (Animator anim in animators)
            {
                                #if UNITY_4_6 || UNITY_4_5 || UNITY_4_4 || UNITY_4_3
                UnityEditorInternal.AnimatorController ac = anim.runtimeAnimatorController as UnityEditorInternal.AnimatorController;
                                #elif UNITY_5 || UNITY_5_3_OR_NEWER
                UnityEditor.Animations.AnimatorController ac = anim.runtimeAnimatorController as UnityEditor.Animations.AnimatorController;
                                #endif

                //Skip animators without layers, this can happen if they don't have an animator controller.
                if (!ac || ac.layers == null || ac.layers.Length == 0)
                {
                    continue;
                }

                for (int x = 0; x < anim.layerCount; x++)
                {
                    UnityEditor.Animations.AnimatorStateMachine sm = ac.layers[x].stateMachine;
                    int cnt = sm.states.Length;

                    for (int i = 0; i < cnt; i++)
                    {
                        UnityEditor.Animations.AnimatorState state = sm.states[i].state;
                        Motion m = state.motion;
                        if (m != null)
                        {
                            AnimationClip clip = m as AnimationClip;

                            if (clip != null)
                            {
                                EditorCurveBinding[] ecbs = AnimationUtility.GetObjectReferenceCurveBindings(clip);

                                foreach (EditorCurveBinding ecb in ecbs)
                                {
                                    if (ecb.propertyName == "m_Sprite")
                                    {
                                        foreach (ObjectReferenceKeyframe keyframe in AnimationUtility.GetObjectReferenceCurve(clip, ecb))
                                        {
                                            Sprite tSprite = keyframe.value as Sprite;

                                            if (tSprite != null)
                                            {
                                                var tTextureDetail = GetTextureDetail(tSprite.texture, anim);
                                                if (!ActiveTextures.Contains(tTextureDetail))
                                                {
                                                    ActiveTextures.Add(tTextureDetail);
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }

        if (IncludeScriptReferences)
        {
            MonoBehaviour[] scripts = FindObjects <MonoBehaviour>();
            foreach (MonoBehaviour script in scripts)
            {
                BindingFlags flags  = BindingFlags.Public | BindingFlags.Instance;                // only public non-static fields are bound to by Unity.
                FieldInfo[]  fields = script.GetType().GetFields(flags);

                foreach (FieldInfo field in fields)
                {
                    System.Type fieldType = field.FieldType;
                    if (fieldType == typeof(Sprite))
                    {
                        Sprite tSprite = field.GetValue(script) as Sprite;
                        if (tSprite != null)
                        {
                            var tSpriteTextureDetail = GetTextureDetail(tSprite.texture, script);
                            if (!ActiveTextures.Contains(tSpriteTextureDetail))
                            {
                                ActiveTextures.Add(tSpriteTextureDetail);
                            }
                        }
                    }
                    if (fieldType == typeof(Mesh))
                    {
                        Mesh tMesh = field.GetValue(script) as Mesh;
                        if (tMesh != null)
                        {
                            MeshDetails tMeshDetails = FindMeshDetails(tMesh);
                            if (tMeshDetails == null)
                            {
                                tMeshDetails          = new MeshDetails();
                                tMeshDetails.mesh     = tMesh;
                                tMeshDetails.instance = true;
                                ActiveMeshDetails.Add(tMeshDetails);
                            }
                        }
                    }
                    if (fieldType == typeof(Material))
                    {
                        Material tMaterial = field.GetValue(script) as Material;
                        if (tMaterial != null)
                        {
                            MaterialDetails tMatDetails = FindMaterialDetails(tMaterial);
                            if (tMatDetails == null)
                            {
                                tMatDetails          = new MaterialDetails();
                                tMatDetails.instance = true;
                                tMatDetails.material = tMaterial;
                                if (!ActiveMaterials.Contains(tMatDetails))
                                {
                                    ActiveMaterials.Add(tMatDetails);
                                }
                            }
                            if (tMaterial.mainTexture)
                            {
                                var tSpriteTextureDetail = GetTextureDetail(tMaterial.mainTexture);
                                if (!ActiveTextures.Contains(tSpriteTextureDetail))
                                {
                                    ActiveTextures.Add(tSpriteTextureDetail);
                                }
                            }
                            var dependencies = EditorUtility.CollectDependencies(new UnityEngine.Object[] { tMaterial });
                            foreach (Object obj in dependencies)
                            {
                                if (obj is Texture)
                                {
                                    Texture tTexture       = obj as Texture;
                                    var     tTextureDetail = GetTextureDetail(tTexture, tMaterial, tMatDetails);
                                    if (!ActiveTextures.Contains(tTextureDetail))
                                    {
                                        ActiveTextures.Add(tTextureDetail);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }

        TotalTextureMemory = 0;
        foreach (TextureDetails tTextureDetails in ActiveTextures)
        {
            TotalTextureMemory += tTextureDetails.memSizeKB;
        }

        TotalMeshVertices = 0;
        foreach (MeshDetails tMeshDetails in ActiveMeshDetails)
        {
            TotalMeshVertices += tMeshDetails.mesh.vertexCount;
        }

        // Sort by size, descending
        ActiveTextures.Sort(delegate(TextureDetails details1, TextureDetails details2) { return(details2.memSizeKB - details1.memSizeKB); });
        ActiveTextures = ActiveTextures.Distinct().ToList();
        ActiveMeshDetails.Sort(delegate(MeshDetails details1, MeshDetails details2) { return(details2.mesh.vertexCount - details1.mesh.vertexCount); });

        collectedInPlayingMode = Application.isPlaying;

        // Sort by render queue
        ActiveMaterials.Sort(MaterialSorter);
    }
Beispiel #10
0
    void OnGUI()
    {
        EditorGUILayout.BeginVertical();

        GameObject modeling = EditorGUILayout.ObjectField(go, typeof(GameObject), true) as GameObject;

        if (go != modeling)
        {
            go        = modeling;
            isPlaying = false;

            if (sample != null)
            {
                GameObject.DestroyImmediate(sample);
            }
        }

        if (go != null)
        {
            if (GUILayout.Button("생성"))
            {
                if (sample == null)
                {
                    sample = (GameObject)GameObject.Instantiate(go);
                }
            }

            if (GUILayout.Button("삭제"))
            {
                if (sample != null)
                {
                    GameObject.DestroyImmediate(sample);
                }
            }


            if (GUILayout.Button("재생"))
            {
                if (sample != null)
                {
                    GameObject.DestroyImmediate(sample);
                }

                sample = (GameObject)GameObject.Instantiate(go);

                if (sample != null)
                {
                    anim = sample.GetComponent <Animator>();

                    if (anim == null)
                    {
                        Animator[] ats = sample.GetComponentsInChildren <Animator>();
                        if (ats != null && ats.Length > 0)
                        {
                            anim = ats[0];
                        }
                    }

                    aniTarget = null;

                    if (anim != null)
                    {
                        aniTarget = anim.gameObject;

                        UnityEditorInternal.AnimatorController act = anim.runtimeAnimatorController as UnityEditorInternal.AnimatorController;
                        UnityEditorInternal.StateMachine       sm  = act.GetLayer(0).stateMachine;

                        for (int i = 0; i < sm.stateCount; i++)
                        {
                            UnityEditorInternal.State state = sm.GetState(i);
                            ac = state.GetMotion() as AnimationClip;
                        }
                    }



                    if (sample.animation != null && sample.animation.clip != null)
                    {
                        ani = sample.animation;
                    }
                    else
                    {
                        ani = sample.GetComponentInChildren <Animation>();
                    }

                    if (ani != null && ani.clip != null)
                    {
                        ac = ani.clip;

                        aniTarget = ani.gameObject;
                    }

                    if (ac != null)
                    {
                        aniLength = ac.length;
                        wrapMode  = ac.wrapMode;
                    }

                    Selection.activeGameObject = sample;

                    if (sample.particleSystem != null)
                    {
                        sample.particleSystem.Play(true);
                    }

                    ParticleSystem[] pss = sample.GetComponentsInChildren <ParticleSystem>();

                    if (pss != null && pss.Length > 0)
                    {
                        ps = pss[0];
                    }
                    else
                    {
                        ps = null;
                    }

                    Selection.activeGameObject = null;

                    currentPlayTime = 0;

                    isPlaying = true;
                }
            }
        }

        EditorGUILayout.EndVertical();
    }
    void ListTextures()
    {
        textureListScrollPos = EditorGUILayout.BeginScrollView(textureListScrollPos);

        foreach (TextureDetails tDetails in ActiveTextures)
        {
            GUILayout.BeginHorizontal();
            Texture tex = new Texture();
            tex = tDetails.texture;
                        #if !UNITY_EDITOR_OSX
            if (tDetails.texture.GetType() == typeof(Texture2DArray) || tDetails.texture.GetType() == typeof(Cubemap))
            {
                        #else
            if (tDetails.texture.GetType() == typeof(Cubemap))
            {
                        #endif
                tex = AssetPreview.GetMiniThumbnail(tDetails.texture);
            }
            GUILayout.Box(tex, GUILayout.Width(ThumbnailWidth), GUILayout.Height(ThumbnailHeight));

            if (tDetails.instance == true)
            {
                GUI.color = new Color(0.8f, 0.8f, defColor.b, 1.0f);
            }
            if (tDetails.isgui == true)
            {
                GUI.color = new Color(defColor.r, 0.95f, 0.8f, 1.0f);
            }
            if (tDetails.isSky)
            {
                GUI.color = new Color(0.9f, defColor.g, defColor.b, 1.0f);
            }
            if (GUILayout.Button(tDetails.texture.name, GUILayout.Width(150)))
            {
                SelectObject(tDetails.texture, ctrlPressed);
            }
            GUI.color = defColor;

            string sizeLabel = "" + tDetails.texture.width + "x" + tDetails.texture.height;
            if (tDetails.isCubeMap)
            {
                sizeLabel += "x6";
            }
                        #if !UNITY_EDITOR_OSX
            if (tDetails.texture.GetType() == typeof(Texture2DArray))
            {
                sizeLabel += "[]\n" + ((Texture2DArray)tDetails.texture).depth + "depths";
            }
                        #endif
            sizeLabel += " - " + tDetails.mipMapCount + "mip\n" + FormatSizeString(tDetails.memSizeKB) + " - " + tDetails.format;

            GUILayout.Label(sizeLabel, GUILayout.Width(120));

            if (GUILayout.Button(tDetails.FoundInMaterials.Count + " Mat", GUILayout.Width(50)))
            {
                SelectObjects(tDetails.FoundInMaterials, ctrlPressed);
            }

            HashSet <Object> FoundObjects = new HashSet <Object>();
            foreach (Renderer renderer in tDetails.FoundInRenderers)
            {
                FoundObjects.Add(renderer.gameObject);
            }
            foreach (Animator animator in tDetails.FoundInAnimators)
            {
                FoundObjects.Add(animator.gameObject);
            }
            foreach (Graphic graphic in tDetails.FoundInGraphics)
            {
                FoundObjects.Add(graphic.gameObject);
            }
            foreach (MonoBehaviour script in tDetails.FoundInScripts)
            {
                FoundObjects.Add(script.gameObject);
            }
            if (GUILayout.Button(FoundObjects.Count + " GO", GUILayout.Width(50)))
            {
                SelectObjects(new List <Object>(FoundObjects), ctrlPressed);
            }

            GUILayout.EndHorizontal();
        }
        if (ActiveTextures.Count > 0)
        {
            EditorGUILayout.Space();
            GUILayout.BeginHorizontal();
            //GUILayout.Box(" ",GUILayout.Width(ThumbnailWidth),GUILayout.Height(ThumbnailHeight));
            if (GUILayout.Button("Select \n All", GUILayout.Width(ThumbnailWidth * 2)))
            {
                List <Object> AllTextures = new List <Object>();
                foreach (TextureDetails tDetails in ActiveTextures)
                {
                    AllTextures.Add(tDetails.texture);
                }
                SelectObjects(AllTextures, ctrlPressed);
            }
            EditorGUILayout.EndHorizontal();
        }
        EditorGUILayout.EndScrollView();
    }

    void ListMaterials()
    {
        materialListScrollPos = EditorGUILayout.BeginScrollView(materialListScrollPos);

        foreach (MaterialDetails tDetails in ActiveMaterials)
        {
            if (tDetails.material != null)
            {
                GUILayout.BeginHorizontal();

                GUILayout.Box(AssetPreview.GetAssetPreview(tDetails.material), GUILayout.Width(ThumbnailWidth), GUILayout.Height(ThumbnailHeight));

                if (tDetails.instance == true)
                {
                    GUI.color = new Color(0.8f, 0.8f, defColor.b, 1.0f);
                }
                if (tDetails.isgui == true)
                {
                    GUI.color = new Color(defColor.r, 0.95f, 0.8f, 1.0f);
                }
                if (tDetails.isSky)
                {
                    GUI.color = new Color(0.9f, defColor.g, defColor.b, 1.0f);
                }
                if (GUILayout.Button(tDetails.material.name, GUILayout.Width(150)))
                {
                    SelectObject(tDetails.material, ctrlPressed);
                }
                GUI.color = defColor;

                string shaderLabel = tDetails.material.shader != null ? tDetails.material.shader.name : "no shader";
                GUILayout.Label(shaderLabel, GUILayout.Width(200));

                if (GUILayout.Button((tDetails.FoundInRenderers.Count + tDetails.FoundInGraphics.Count) + " GO", GUILayout.Width(50)))
                {
                    List <Object> FoundObjects = new List <Object>();
                    foreach (Renderer renderer in tDetails.FoundInRenderers)
                    {
                        FoundObjects.Add(renderer.gameObject);
                    }
                    foreach (Graphic graphic in tDetails.FoundInGraphics)
                    {
                        FoundObjects.Add(graphic.gameObject);
                    }
                    SelectObjects(FoundObjects, ctrlPressed);
                }


                GUILayout.EndHorizontal();
            }
        }
        EditorGUILayout.EndScrollView();
    }

    void ListMeshes()
    {
        meshListScrollPos = EditorGUILayout.BeginScrollView(meshListScrollPos);

        foreach (MeshDetails tDetails in ActiveMeshDetails)
        {
            if (tDetails.mesh != null)
            {
                GUILayout.BeginHorizontal();
                string name = tDetails.mesh.name;
                if (name == null || name.Count() < 1)
                {
                    name = tDetails.FoundInMeshFilters[0].gameObject.name;
                }
                if (tDetails.instance == true)
                {
                    GUI.color = new Color(0.8f, 0.8f, defColor.b, 1.0f);
                }
                if (GUILayout.Button(name, GUILayout.Width(150)))
                {
                    SelectObject(tDetails.mesh, ctrlPressed);
                }
                GUI.color = defColor;
                string sizeLabel = "" + tDetails.mesh.vertexCount + " vert";

                GUILayout.Label(sizeLabel, GUILayout.Width(100));


                if (GUILayout.Button(tDetails.FoundInMeshFilters.Count + " GO", GUILayout.Width(50)))
                {
                    List <Object> FoundObjects = new List <Object>();
                    foreach (MeshFilter meshFilter in tDetails.FoundInMeshFilters)
                    {
                        FoundObjects.Add(meshFilter.gameObject);
                    }
                    SelectObjects(FoundObjects, ctrlPressed);
                }
                if (tDetails.FoundInSkinnedMeshRenderer.Count > 0)
                {
                    if (GUILayout.Button(tDetails.FoundInSkinnedMeshRenderer.Count + " skinned mesh GO", GUILayout.Width(140)))
                    {
                        List <Object> FoundObjects = new List <Object> ();
                        foreach (SkinnedMeshRenderer skinnedMeshRenderer in tDetails.FoundInSkinnedMeshRenderer)
                        {
                            FoundObjects.Add(skinnedMeshRenderer.gameObject);
                        }
                        SelectObjects(FoundObjects, ctrlPressed);
                    }
                }
                else
                {
                    GUI.color = new Color(defColor.r, defColor.g, defColor.b, 0.5f);
                    GUILayout.Label("   0 skinned mesh");
                    GUI.color = defColor;
                }


                GUILayout.EndHorizontal();
            }
        }
        EditorGUILayout.EndScrollView();
    }

    void ListMissing()
    {
        missingListScrollPos = EditorGUILayout.BeginScrollView(missingListScrollPos);
        foreach (MissingGraphic dMissing in MissingObjects)
        {
            GUILayout.BeginHorizontal();
            if (GUILayout.Button(dMissing.name, GUILayout.Width(150)))
            {
                SelectObject(dMissing.Object, ctrlPressed);
            }
            GUILayout.Label("missing ", GUILayout.Width(48));
            switch (dMissing.type)
            {
            case "mesh":
                GUI.color = new Color(0.8f, 0.8f, defColor.b, 1.0f);
                break;

            case "sprite":
                GUI.color = new Color(defColor.r, 0.8f, 0.8f, 1.0f);
                break;

            case "material":
                GUI.color = new Color(0.8f, defColor.g, 0.8f, 1.0f);
                break;
            }
            GUILayout.Label(dMissing.type);
            GUI.color = defColor;
            GUILayout.EndHorizontal();
        }
        EditorGUILayout.EndScrollView();
    }

    string FormatSizeString(int memSizeKB)
    {
        if (memSizeKB < 1024)
        {
            return("" + memSizeKB + "k");
        }
        else
        {
            float memSizeMB = ((float)memSizeKB) / 1024.0f;
            return(memSizeMB.ToString("0.00") + "Mb");
        }
    }

    TextureDetails FindTextureDetails(Texture tTexture)
    {
        foreach (TextureDetails tTextureDetails in ActiveTextures)
        {
            if (tTextureDetails.texture == tTexture)
            {
                return(tTextureDetails);
            }
        }
        return(null);
    }

    MaterialDetails FindMaterialDetails(Material tMaterial)
    {
        foreach (MaterialDetails tMaterialDetails in ActiveMaterials)
        {
            if (tMaterialDetails.material == tMaterial)
            {
                return(tMaterialDetails);
            }
        }
        return(null);
    }

    MeshDetails FindMeshDetails(Mesh tMesh)
    {
        foreach (MeshDetails tMeshDetails in ActiveMeshDetails)
        {
            if (tMeshDetails.mesh == tMesh)
            {
                return(tMeshDetails);
            }
        }
        return(null);
    }

    void CheckResources()
    {
        ActiveTextures.Clear();
        ActiveMaterials.Clear();
        ActiveMeshDetails.Clear();
        MissingObjects.Clear();
        thingsMissing = false;

        Renderer[] renderers = FindObjects <Renderer>();

        MaterialDetails skyMat = new MaterialDetails();

        skyMat.material = RenderSettings.skybox;
        skyMat.isSky    = true;
        ActiveMaterials.Add(skyMat);

        //Debug.Log("Total renderers "+renderers.Length);
        foreach (Renderer renderer in renderers)
        {
            //Debug.Log("Renderer is "+renderer.name);
            foreach (Material material in renderer.sharedMaterials)
            {
                MaterialDetails tMaterialDetails = FindMaterialDetails(material);
                if (tMaterialDetails == null)
                {
                    tMaterialDetails          = new MaterialDetails();
                    tMaterialDetails.material = material;
                    ActiveMaterials.Add(tMaterialDetails);
                }
                tMaterialDetails.FoundInRenderers.Add(renderer);
            }

            if (renderer is SpriteRenderer)
            {
                SpriteRenderer tSpriteRenderer = (SpriteRenderer)renderer;

                if (tSpriteRenderer.sprite != null)
                {
                    var tSpriteTextureDetail = GetTextureDetail(tSpriteRenderer.sprite.texture, renderer);
                    if (!ActiveTextures.Contains(tSpriteTextureDetail))
                    {
                        ActiveTextures.Add(tSpriteTextureDetail);
                    }
                }
                else if (tSpriteRenderer.sprite == null)
                {
                    MissingGraphic tMissing = new MissingGraphic();
                    tMissing.Object = tSpriteRenderer.transform;
                    tMissing.type   = "sprite";
                    tMissing.name   = tSpriteRenderer.transform.name;
                    MissingObjects.Add(tMissing);
                    thingsMissing = true;
                }
            }
        }

        if (IncludeGuiElements)
        {
            Graphic[] graphics = FindObjects <Graphic>();

            foreach (Graphic graphic in graphics)
            {
                if (graphic.mainTexture)
                {
                    var tSpriteTextureDetail = GetTextureDetail(graphic.mainTexture, graphic);
                    if (!ActiveTextures.Contains(tSpriteTextureDetail))
                    {
                        ActiveTextures.Add(tSpriteTextureDetail);
                    }
                }

                if (graphic.materialForRendering)
                {
                    MaterialDetails tMaterialDetails = FindMaterialDetails(graphic.materialForRendering);
                    if (tMaterialDetails == null)
                    {
                        tMaterialDetails          = new MaterialDetails();
                        tMaterialDetails.material = graphic.materialForRendering;
                        tMaterialDetails.isgui    = true;
                        ActiveMaterials.Add(tMaterialDetails);
                    }
                    tMaterialDetails.FoundInGraphics.Add(graphic);
                }
            }
        }

        foreach (MaterialDetails tMaterialDetails in ActiveMaterials)
        {
            Material tMaterial = tMaterialDetails.material;
            if (tMaterial != null)
            {
                var dependencies = EditorUtility.CollectDependencies(new UnityEngine.Object[] { tMaterial });
                foreach (Object obj in dependencies)
                {
                    if (obj is Texture)
                    {
                        Texture tTexture       = obj as Texture;
                        var     tTextureDetail = GetTextureDetail(tTexture, tMaterial, tMaterialDetails);
                        tTextureDetail.isSky    = tMaterialDetails.isSky;
                        tTextureDetail.instance = tMaterialDetails.instance;
                        tTextureDetail.isgui    = tMaterialDetails.isgui;
                        ActiveTextures.Add(tTextureDetail);
                    }
                }

                //if the texture was downloaded, it won't be included in the editor dependencies
                if (tMaterial.HasProperty("_MainTex"))
                {
                    if (tMaterial.mainTexture != null && !dependencies.Contains(tMaterial.mainTexture))
                    {
                        var tTextureDetail = GetTextureDetail(tMaterial.mainTexture, tMaterial, tMaterialDetails);
                        ActiveTextures.Add(tTextureDetail);
                    }
                }
            }
        }


        MeshFilter[] meshFilters = FindObjects <MeshFilter>();

        foreach (MeshFilter tMeshFilter in meshFilters)
        {
            Mesh tMesh = tMeshFilter.sharedMesh;
            if (tMesh != null)
            {
                MeshDetails tMeshDetails = FindMeshDetails(tMesh);
                if (tMeshDetails == null)
                {
                    tMeshDetails      = new MeshDetails();
                    tMeshDetails.mesh = tMesh;
                    ActiveMeshDetails.Add(tMeshDetails);
                }
                tMeshDetails.FoundInMeshFilters.Add(tMeshFilter);
            }
            else if (tMesh == null && tMeshFilter.transform.GetComponent("TextContainer") == null)
            {
                MissingGraphic tMissing = new MissingGraphic();
                tMissing.Object = tMeshFilter.transform;
                tMissing.type   = "mesh";
                tMissing.name   = tMeshFilter.transform.name;
                MissingObjects.Add(tMissing);
                thingsMissing = true;
            }
            if (tMeshFilter.transform.GetComponent <MeshRenderer>().sharedMaterial == null)
            {
                MissingGraphic tMissing = new MissingGraphic();
                tMissing.Object = tMeshFilter.transform;
                tMissing.type   = "material";
                tMissing.name   = tMeshFilter.transform.name;
                MissingObjects.Add(tMissing);
                thingsMissing = true;
            }
        }

        SkinnedMeshRenderer[] skinnedMeshRenderers = FindObjects <SkinnedMeshRenderer>();

        foreach (SkinnedMeshRenderer tSkinnedMeshRenderer in skinnedMeshRenderers)
        {
            Mesh tMesh = tSkinnedMeshRenderer.sharedMesh;
            if (tMesh != null)
            {
                MeshDetails tMeshDetails = FindMeshDetails(tMesh);
                if (tMeshDetails == null)
                {
                    tMeshDetails      = new MeshDetails();
                    tMeshDetails.mesh = tMesh;
                    ActiveMeshDetails.Add(tMeshDetails);
                }
                tMeshDetails.FoundInSkinnedMeshRenderer.Add(tSkinnedMeshRenderer);
            }
            else if (tMesh == null)
            {
                MissingGraphic tMissing = new MissingGraphic();
                tMissing.Object = tSkinnedMeshRenderer.transform;
                tMissing.type   = "mesh";
                tMissing.name   = tSkinnedMeshRenderer.transform.name;
                MissingObjects.Add(tMissing);
                thingsMissing = true;
            }
            if (tSkinnedMeshRenderer.sharedMaterial == null)
            {
                MissingGraphic tMissing = new MissingGraphic();
                tMissing.Object = tSkinnedMeshRenderer.transform;
                tMissing.type   = "material";
                tMissing.name   = tSkinnedMeshRenderer.transform.name;
                MissingObjects.Add(tMissing);
                thingsMissing = true;
            }
        }

        if (IncludeSpriteAnimations)
        {
            Animator[] animators = FindObjects <Animator>();
            foreach (Animator anim in animators)
            {
                                #if UNITY_4_6 || UNITY_4_5 || UNITY_4_4 || UNITY_4_3
                UnityEditorInternal.AnimatorController ac = anim.runtimeAnimatorController as UnityEditorInternal.AnimatorController;
                                #elif UNITY_5
                UnityEditor.Animations.AnimatorController ac = anim.runtimeAnimatorController as UnityEditor.Animations.AnimatorController;
                                #endif

                //Skip animators without layers, this can happen if they don't have an animator controller.
                if (!ac || ac.layers == null || ac.layers.Length == 0)
                {
                    continue;
                }

                for (int x = 0; x < anim.layerCount; x++)
                {
                                        #if UNITY_4_6 || UNITY_4_5 || UNITY_4_4 || UNITY_4_3
                    UnityEditorInternal.StateMachine sm = ac.GetLayer(x).stateMachine;
                    int cnt = sm.stateCount;
                                        #elif UNITY_5
                    UnityEditor.Animations.AnimatorStateMachine sm = ac.layers[x].stateMachine;
                    int cnt = sm.states.Length;
                                        #endif

                    for (int i = 0; i < cnt; i++)
                    {
                                                #if UNITY_4_6 || UNITY_4_5 || UNITY_4_4 || UNITY_4_3
                        UnityEditorInternal.State state = sm.GetState(i);
                        Motion m = state.GetMotion();
                                                #elif UNITY_5
                        UnityEditor.Animations.AnimatorState state = sm.states[i].state;
                        Motion m = state.motion;
                                                #endif
                        if (m != null)
                        {
                            AnimationClip clip = m as AnimationClip;

                            if (clip != null)
                            {
                                EditorCurveBinding[] ecbs = AnimationUtility.GetObjectReferenceCurveBindings(clip);

                                foreach (EditorCurveBinding ecb in ecbs)
                                {
                                    if (ecb.propertyName == "m_Sprite")
                                    {
                                        foreach (ObjectReferenceKeyframe keyframe in AnimationUtility.GetObjectReferenceCurve(clip, ecb))
                                        {
                                            Sprite tSprite = keyframe.value as Sprite;

                                            if (tSprite != null)
                                            {
                                                var tTextureDetail = GetTextureDetail(tSprite.texture, anim);
                                                if (!ActiveTextures.Contains(tTextureDetail))
                                                {
                                                    ActiveTextures.Add(tTextureDetail);
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }

        if (IncludeScriptReferences)
        {
            MonoBehaviour[] scripts = FindObjects <MonoBehaviour>();
            foreach (MonoBehaviour script in scripts)
            {
                BindingFlags flags  = BindingFlags.Public | BindingFlags.Instance;                // only public non-static fields are bound to by Unity.
                FieldInfo[]  fields = script.GetType().GetFields(flags);

                foreach (FieldInfo field in fields)
                {
                    System.Type fieldType = field.FieldType;
                    if (fieldType == typeof(Sprite))
                    {
                        Sprite tSprite = field.GetValue(script) as Sprite;
                        if (tSprite != null)
                        {
                            var tSpriteTextureDetail = GetTextureDetail(tSprite.texture, script);
                            if (!ActiveTextures.Contains(tSpriteTextureDetail))
                            {
                                ActiveTextures.Add(tSpriteTextureDetail);
                            }
                        }
                    }
                    if (fieldType == typeof(Mesh))
                    {
                        Mesh tMesh = field.GetValue(script) as Mesh;
                        if (tMesh != null)
                        {
                            MeshDetails tMeshDetails = FindMeshDetails(tMesh);
                            if (tMeshDetails == null)
                            {
                                tMeshDetails          = new MeshDetails();
                                tMeshDetails.mesh     = tMesh;
                                tMeshDetails.instance = true;
                                ActiveMeshDetails.Add(tMeshDetails);
                            }
                        }
                    }
                    if (fieldType == typeof(Material))
                    {
                        Material tMaterial = field.GetValue(script) as Material;
                        if (tMaterial != null)
                        {
                            MaterialDetails tMatDetails = FindMaterialDetails(tMaterial);
                            if (tMatDetails == null)
                            {
                                tMatDetails          = new MaterialDetails();
                                tMatDetails.instance = true;
                                tMatDetails.material = tMaterial;
                                if (!ActiveMaterials.Contains(tMatDetails))
                                {
                                    ActiveMaterials.Add(tMatDetails);
                                }
                            }
                            if (tMaterial.mainTexture)
                            {
                                var tSpriteTextureDetail = GetTextureDetail(tMaterial.mainTexture);
                                if (!ActiveTextures.Contains(tSpriteTextureDetail))
                                {
                                    ActiveTextures.Add(tSpriteTextureDetail);
                                }
                            }
                            var dependencies = EditorUtility.CollectDependencies(new UnityEngine.Object[] { tMaterial });
                            foreach (Object obj in dependencies)
                            {
                                if (obj is Texture)
                                {
                                    Texture tTexture       = obj as Texture;
                                    var     tTextureDetail = GetTextureDetail(tTexture, tMaterial, tMatDetails);
                                    if (!ActiveTextures.Contains(tTextureDetail))
                                    {
                                        ActiveTextures.Add(tTextureDetail);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }

        TotalTextureMemory = 0;
        foreach (TextureDetails tTextureDetails in ActiveTextures)
        {
            TotalTextureMemory += tTextureDetails.memSizeKB;
        }

        TotalMeshVertices = 0;
        foreach (MeshDetails tMeshDetails in ActiveMeshDetails)
        {
            TotalMeshVertices += tMeshDetails.mesh.vertexCount;
        }

        // Sort by size, descending
        ActiveTextures.Sort(delegate(TextureDetails details1, TextureDetails details2) { return(details2.memSizeKB - details1.memSizeKB); });
        ActiveTextures = ActiveTextures.Distinct().ToList();
        ActiveMeshDetails.Sort(delegate(MeshDetails details1, MeshDetails details2) { return(details2.mesh.vertexCount - details1.mesh.vertexCount); });

        collectedInPlayingMode = Application.isPlaying;
    }
 public static IEnumerable <UnityEditorInternal.AnimatorControllerLayer> EnumerateLayers(this UnityEditorInternal.AnimatorController ac)
 {
     for (int i = 0; i < ac.layerCount; ++i)
     {
         yield return(ac.GetLayer(i));
     }
 }
Beispiel #13
0
        public static void Import()
        {
            Object    file = Selection.activeObject;
            TextAsset text = Selection.activeObject as TextAsset;

            if (!text)
            {
                return;
            }

            string assetPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(file));

            string prefabPath = EditorUtility.SaveFilePanel("Choose Prefab Location", assetPath, file.name, "prefab");

            prefabPath = "Assets" + prefabPath.Substring(Application.dataPath.Length);

            string name = Path.GetFileNameWithoutExtension(prefabPath);

            string imagePath = assetPath + "/images/";
            string dataPath  = Path.GetDirectoryName(prefabPath) + "/" + name + "_data/";

            if (!Directory.Exists(Application.dataPath + dataPath.Substring(6)))
            {
                AssetDatabase.CreateFolder(Path.GetDirectoryName(prefabPath), name + "_data");
            }

            GameObject rootGo = new GameObject(file.name);

            Animator animator = rootGo.AddComponent <Animator>();

            string animatorPath = dataPath + name + ".controller";

            UnityEditorInternal.AnimatorController controller = AssetDatabase.LoadAssetAtPath(animatorPath, typeof(RuntimeAnimatorController)) as UnityEditorInternal.AnimatorController;
            if (!controller)
            {
                controller = UnityEditorInternal.AnimatorController.CreateAnimatorControllerAtPath(animatorPath);
                UnityEditorInternal.AnimatorController.SetAnimatorController(animator, controller);
            }

            UnityEditorInternal.AnimatorController.SetAnimatorController(animator, controller);

            SpineSkeleton skeleton = rootGo.AddComponent <SpineSkeleton>();

            skeleton.ImagePath  = imagePath;
            skeleton.DataPath   = dataPath;
            skeleton.SourceData = text;
            skeleton.Refresh();

            GameObject prefab = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;

            if (prefab)
            {
                PrefabUtility.ReplacePrefab(rootGo, prefab);
            }
            else
            {
                PrefabUtility.CreatePrefab(prefabPath, rootGo);
            }

            Object.DestroyImmediate(rootGo);
        }
Beispiel #14
0
    /*----------动画-----------------*/
    void OnGUI_Ani()
    {
        EditorGUILayout.HelpBox("你只需要把所有的动画拖入一个controller就行了,然后我们就会导出他", MessageType.Info);
        var ani = target as Animator;

        {
            List <UnityEngine.AnimationClip> clips = new List <UnityEngine.AnimationClip>();
#if UNITY4
            UnityEditorInternal.AnimatorController cc = ani.runtimeAnimatorController as UnityEditorInternal.AnimatorController;
#else
            //UnityEditor.Animations.AnimatorController cc = ani.runtimeAnimatorController as UnityEditor.Animations.AnimatorController;
            RuntimeAnimatorController cc = ani.runtimeAnimatorController;
#endif
            if (cc != null)
            {
                FindAllAniInControl(cc, clips);
                if (ani.gameObject.GetComponent <FB.PosePlus.AniPlayer>() == null)
                {
                    GUILayout.BeginHorizontal();

                    if (GUILayout.Button("Create FBAni Component(FILL)"))
                    {
                        var ccc = ani.gameObject.AddComponent <FB.PosePlus.AniPlayer>();
                        ccc.InitBone();
                        foreach (var c in clips)
                        {
                            CloneAni(c, c.frameRate);
                        }
                    }
                    if (GUILayout.Button("Create FBAni Component(ONLY)"))
                    {
                        var ccc = ani.gameObject.AddComponent <FB.PosePlus.AniPlayer>();
                        ccc.InitBone();
                    }
                    GUILayout.EndHorizontal();
                }
                GUILayout.Label("拥有动画:" + clips.Count);
                //}
                foreach (var c in clips)
                {
                    if (c == null)
                    {
                        continue;
                    }
                    GUILayout.BeginHorizontal();
                    GUILayout.Label(c.name + "(" + c.length * c.frameRate + ")" + (c.isLooping ? "loop" : ""));


                    if (GUILayout.Button("Create FBAni", GUILayout.Width(150)))
                    {
                        CloneAni(c, c.frameRate);
                    }
                    GUILayout.EndHorizontal();
                    if (anipos.ContainsKey(c.name) == false)
                    {
                        anipos[c.name] = 0;
                    }
                    float v = anipos[c.name];
                    v = GUILayout.HorizontalSlider(v, 0, c.length);
                    if (v != anipos[c.name])
                    {
                        Debug.Log("setani");
                        anipos[c.name] = v;
                        ani.Play(mapClip2State[c.name], 0, v / c.length);
                        ani.updateMode = AnimatorUpdateMode.UnscaledTime;
                        ani.Update(0);// 0.001f);
                    }
                }
            }
        }
    }