コード例 #1
0
        public override void OnImportAsset(AssetImportContext assetContext)
        {
            var asset = assetContext.assetPath;
            var ctx   = new ImportContext(asset, FindSettingsForAsset());

            var images = AtlasGenerator.LoadImages(ctx.BaseName, ctx.AseFile);

            if (images.Count == 0)
            {
                Debug.Log("No Images imported. Generating dummy object.");
                return;
            }

            ImportSpriteSet(assetContext, ctx, images);
        }
コード例 #2
0
        void ImportSpriteSet(AssetImportContext assetContext,
                             ImportContext ctx,
                             List <FrameImage> images)
        {
            // Stage 0: Create the texture atlas and define the sprites
            var packResult = SpritePacker.Pack(ctx.Settings.Border, ctx.Settings.DenselyPacked, images);
            var texture    = AtlasGenerator.CreateTexture(packResult);
            var metaList   = AtlasGenerator.GenerateAtlasMetaData(ctx, packResult);

            var preview = images.Count > 0 ? AtlasGenerator.CreateTexture(images[0]) : texture;

            assetContext.AddObjectToAsset(ctx.BaseName, texture, preview);
            assetContext.SetMainObject(texture);

            var subImages = ctx.AseFile.SubImages.ToList();

            foreach (var subImage in subImages)
            {
                var metaLayers = subImage.AllLayers.Where(layer => layer.Type == LayerType.Meta).ToList();

                // State 1 - Post process the sprite definitions
                var sprteContext = new SpriteProcessingContext(ctx, metaList);
                foreach (var processor in SpritePostProcessors)
                {
                    foreach (var layer in metaLayers.Where(l => l.ActionName == processor.ActionName))
                    {
                        processor.Process(sprteContext, layer);
                    }
                }
            }

            // Stage 2: Actually generate the sprite instances. Generate generic animation templates ..
            var sprites      = GenerateSprites(metaList, ctx, texture);
            var animImporter = new AnimationImporter(ChildPath);
            var animations   = animImporter.GenerateAnimClips(ctx, subImages, sprites);

            // Stage 3: Post process the animations and add events etc.
            foreach (var subImage in subImages)
            {
                var metaLayers  = subImage.AllLayers.Where(layer => layer.Type == LayerType.Meta).ToList();
                var metaContext = new MetaProcessingContext(ctx, animations, sprites);
                foreach (var processor in MetaPostProcessors)
                {
                    foreach (var layer in metaLayers.Where(l => l.ActionName == processor.ActionName))
                    {
                        processor.Process(metaContext, layer);
                    }
                }
            }

            // Step 4: Add all generated sprites and animations to the import context.

            foreach (var def in sprites)
            {
                var sprite = def.Sprite;
                assetContext.AddObjectToAsset(sprite.name, sprite, AtlasGenerator.CreateTexture(def.Definition.Frame));
            }

            foreach (var anim in animations)
            {
                var clip = anim.Value;
                var tag  = anim.Key;
                assetContext.AddObjectToAsset(tag.Name, clip);
            }
        }