public AddAnimation ( string name, string animation ) : void | ||
name | string | |
animation | string | |
Результат | void |
/// <summary> /// インポート用のツールだけ生成 /// </summary> /// <param name="file"></param> private static void CreateImportTool(string file) { string path = Path.GetDirectoryName(file); // インポート用ツール生成 SSPJImportTool tool = SSPJImportTool.Create(Path.GetFileNameWithoutExtension(file)); // sspjのインポート var projectInformation = new SSPJImporter().Import(file); Tracer.Log(projectInformation.ToString()); foreach (var cell in projectInformation.cellMaps) { tool.AddCell(Path.GetFileNameWithoutExtension(cell)); } foreach (var animation in projectInformation.animePacks) { // ssaeをパース var ssaeInformation = new SSAEImporter().ImportNamesOnly(path + '\\' + animation); Tracer.Log(ssaeInformation.ToString()); var name = Path.GetFileNameWithoutExtension(animation); foreach (var fragment in ssaeInformation) { tool.AddAnimation(name, fragment); } } AssetDatabase.CreateAsset(tool, file + ".asset"); }
/// <summary> /// インポート /// </summary> /// <param name="file"></param> /// <param name="targets"></param> internal static void Import(string file, SSPJImportTool.TargetAnimation[] targets) { // TODO: 出力先は自由に出来るようにする string exportPath = (MenuItems.ExportPath + Path.GetFileNameWithoutExtension(file) + "/").Trim(); // 出力先が妥当かを簡単にチェック if (!IsValidExportPath(exportPath)) { if (!EditorUtility.DisplayDialog("注意", "出力先パスが不正な可能性があります。\n" + exportPath, "続行", "キャンセル")) { return; } } string path = Path.GetDirectoryName(file); // インポート用ツール生成 SSPJImportTool tool = targets == null?SSPJImportTool.Create(Path.GetFileNameWithoutExtension(file)) : null; // マテリアル Dictionary <types.AlphaBlendType, Material> materials = new Dictionary <types.AlphaBlendType, Material>() { { types.AlphaBlendType.kAdd, AssetDatabase.LoadAssetAtPath("Assets/SpriteStudioPlayerForUGUI/Materials/Add.mat", typeof(Material)) as Material }, { types.AlphaBlendType.kMix, AssetDatabase.LoadAssetAtPath("Assets/SpriteStudioPlayerForUGUI/Materials/Mix.mat", typeof(Material)) as Material }, { types.AlphaBlendType.kMul, AssetDatabase.LoadAssetAtPath("Assets/SpriteStudioPlayerForUGUI/Materials/Mul.mat", typeof(Material)) as Material }, { types.AlphaBlendType.kSub, AssetDatabase.LoadAssetAtPath("Assets/SpriteStudioPlayerForUGUI/Materials/Sub.mat", typeof(Material)) as Material }, }; // sspjのインポート var projectInformation = new SSPJImporter().Import(file); // ssceのインポート List <CellMap> cellMap = new List <CellMap>(); foreach (var cell in projectInformation.cellMaps) { // ssceをパース var importer = new SSCEImporter(); var ssceInformation = importer.Import(path + '\\' + cell); Tracer.Log(ssceInformation.ToString()); // エンジン側の形式へ変更 var converter = new SSCEConverter(); cellMap.Add(converter.Convert(path + '\\', ssceInformation)); if (tool != null) { tool.AddCell(Path.GetFileNameWithoutExtension(cell)); } } // セルマップの保存 CreateFolders(exportPath + "CellMaps"); for (int i = 0; i < cellMap.Count; ++i) { var cell = cellMap[i]; string fileName = exportPath + "CellMaps/" + cell.name + ".asset"; var savedCellMap = AssetDatabase.LoadAssetAtPath(fileName, typeof(CellMap)); if (savedCellMap == null) { AssetDatabase.CreateAsset(cell, fileName); } else { // 既にあるので上書きする cell.CopyTo(savedCellMap as CellMap); EditorUtility.SetDirty(savedCellMap); } cellMap[i] = (CellMap)AssetDatabase.LoadAssetAtPath(fileName, typeof(CellMap)); Tracer.Log("Save CellMap:" + fileName); } // ssaeのインポート List <GameObject> prefabs = new List <GameObject>(); try { string basePath = exportPath + "Sprites/"; foreach (var animation in projectInformation.animePacks) { var ssceName = Path.GetFileNameWithoutExtension(animation); if (targets != null) { // 対象に含まれているか判定 bool isLoad = System.Array.Find(targets, (o) => o.File == ssceName) != null; if (!isLoad) { continue; } } // ssaeをパース var ssaeInformation = new SSAEImporter().Import(path + '\\' + animation, ssceName, targets); Tracer.Log(ssaeInformation.ToString()); // GameObjectへ変換 var converter = new SSAEConverter(); var result = converter.Convert(projectInformation, ssaeInformation, cellMap, materials, path); prefabs.AddRange(result.animations); // prefab保存 string name = Path.GetFileNameWithoutExtension(animation); CreateFolders(basePath + name); CreateFolders(basePath + name + "/motions"); // パーツ構成のみでモーションが存在しないモノを保存 if (prefabs.Count > 0) { var skelton = (GameObject)Object.Instantiate(prefabs[0]); prefabs.Add(skelton); var parts = skelton.transform.GetComponentsInChildren <SpritePart>(); foreach (var part in parts) { part.SetKeyFrames(null); } string fileName = basePath + name + "/" + name + ".prefab"; var savedPrefab = AssetDatabase.LoadAssetAtPath(fileName, typeof(GameObject)); if (savedPrefab == null) { Tracer.Log("Create Skelton Prefab:" + fileName); PrefabUtility.CreatePrefab(fileName, skelton); } else { // 既にあるので置き換え Tracer.Log("Replace Skelton Prefab:" + fileName); PrefabUtility.ReplacePrefab(skelton, savedPrefab, ReplacePrefabOptions.Default); } } foreach (var prefab in result.animations) { // パーツ+モーションのprefab生成 string fileName = basePath + name + "/" + name + "_" + prefab.name + ".prefab"; var savedPrefab = AssetDatabase.LoadAssetAtPath(fileName, typeof(GameObject)); if (savedPrefab == null) { Tracer.Log("Create Prefab:" + fileName); PrefabUtility.CreatePrefab(fileName, prefab); } else { // 既にあるので置き換え Tracer.Log("Replace Prefab:" + fileName + "/" + savedPrefab); // XXX: 置換方式がDefaultだと、Prefab内にPrefabが格納されてしまう。。。 PrefabUtility.ReplacePrefab(prefab, savedPrefab, ReplacePrefabOptions.ReplaceNameBased); } // モーションのみのリソースを生成 var resource = CreateKeyFrameResource(prefab); fileName = basePath + name + "/motions/" + prefab.name + ".asset"; var savedKeys = AssetDatabase.LoadAssetAtPath(fileName, typeof(KeyFrameResource)) as KeyFrameResource; if (savedPrefab == null) { Tracer.Log("Create Motion:" + fileName); AssetDatabase.CreateAsset(resource, fileName); } else { // 既にあるので置き換え resource.CopyTo(savedKeys); EditorUtility.SetDirty(savedKeys); Tracer.Log("Replace Motion:" + fileName); } if (tool != null) { tool.AddAnimation(name, prefab.name); } } } if (tool != null) { AssetDatabase.CreateAsset(tool, file + ".asset"); } } finally { // ヒエラルキーにGOが残らないようにする if (prefabs != null) { foreach (var p in prefabs) { GameObject.DestroyImmediate(p); } } AssetDatabase.SaveAssets(); } }