示例#1
0
    static private HitTestPixelData ExtractHitTestData(Texture2D texture)
    {
        HitTestPixelData hitTest = new HitTestPixelData();

        hitTest.hitTestData = new bool[texture.height * texture.width];
        Color32[] pixels = texture.GetPixels32(0);

        //int x = 0;
        //int y = 0;

        for (int i = 0; i < hitTest.hitTestData.Length; i++)
        {
            hitTest.hitTestData[i] = (pixels[i].a > 10);
            //ADD CODE HERE
//			if(hitTest.hitTestData[i]) {
//				hitTest.pixels.Add (new Vector2 (x, y));
//			}
//			if(++x >= texture.width){
//				x = 0;
//				y++;
//			}
        }

//
//		float m = 0;
//		m = 0.985f * hitTest.pixels.Count;
//		int max = (int) m;
////		for (int i = 0; i < 5; i++) {
////			int r = UnityEngine.Random.Range (0, 9);
////			Debug.Log (r);
////		}
//		for (int i = 0; i < max; i++) {
//			int r = UnityEngine.Random.Range (0, hitTest.pixels.Count);
//			hitTest.pixels.RemoveAt (r);
//		}


        //return hitTestData;
        return(hitTest);
    }
示例#2
0
    //--------------------------------------------------------------------------
    // private methods
    //--------------------------------------------------------------------------
    static private void ImportHogScene(string assetPath)
    {
        // before we do anything else, try to deserialize the input file and be sure it's actually the right kind of file
        HogScene hogScene = (HogScene)DeserializeXml(assetPath, typeof(HogScene));

        if (hogScene == null)
        {
            Debug.Log("The file " + assetPath + " wasn't able to generate a HOG scene.");
            return;
        }

        // next, we're going to be creating scenes, allow the user to save if they want
        // see if user wants to save current scene, bail if they don't
        if (EditorApplication.SaveCurrentSceneIfUserWantsTo() == false)
        {
            return;
        }

        // cache some useful variables
        string baseFilename  = Path.GetFileNameWithoutExtension(assetPath);
        string baseDirectory = "Assets/" + Path.GetDirectoryName(assetPath.Remove(0, Application.dataPath.Length + 1)) + "/";

        // if the scene already exists, delete it
        string scenePath = baseDirectory + baseFilename + " Scene.unity";

        if (File.Exists(scenePath) == true)
        {
            File.Delete(scenePath);
            AssetDatabase.Refresh();
        }
        // now create a new scene
        EditorApplication.NewScene();

        Debug.Log(hogScene.layers.Length);

        // load up all the textures used and put them into a list
        List <Texture2D> textureList = new List <Texture2D>();

        for (int layerIndex = 0; layerIndex < hogScene.layers.Length; layerIndex++)
        {
            Debug.Log(hogScene.layers[layerIndex].images.Length);

            for (int imageIndex = 0; imageIndex < hogScene.layers[layerIndex].images.Length; imageIndex++)
            {
                // we need to fixup all images that were exported from PS
                string    texturePathName = baseDirectory + hogScene.layers[layerIndex].images[imageIndex].name;
                Texture2D inputTexture    = (Texture2D)AssetDatabase.LoadAssetAtPath(texturePathName, typeof(Texture2D));
                // modify the importer settings
                TextureImporter textureImporter = AssetImporter.GetAtPath(texturePathName) as TextureImporter;


                if (textureImporter)
                {
                    Debug.Log(layerIndex + " " + texturePathName);
                }
                else
                {
                    Debug.Log(layerIndex + " " + texturePathName);
                }


                textureImporter.mipmapEnabled = false;
                textureImporter.isReadable    = true;
                textureImporter.npotScale     = TextureImporterNPOTScale.None;
                textureImporter.wrapMode      = TextureWrapMode.Clamp;
                textureImporter.filterMode    = FilterMode.Bilinear;
                // joachim mentioned internally Unity calls the next line before importing
                AssetDatabase.WriteImportSettingsIfDirty(texturePathName);
                AssetDatabase.ImportAsset(texturePathName);

                // does it go into our atlas array?
                if ((hogScene.layers[layerIndex].images[imageIndex].type == HogScene.ImageType.Whole) ||
                    (hogScene.layers[layerIndex].images[imageIndex].type == HogScene.ImageType.Obscured) ||
                    (hogScene.layers[layerIndex].images[imageIndex].type == HogScene.ImageType.Shadow))
                {
                    textureList.Add(inputTexture);
                }
            }
        }

        // create material
        string materialPath = baseDirectory + baseFilename + " Material.mat";

        // remove previous one if it exists
        if (File.Exists(materialPath) == true)
        {
            File.Delete(materialPath);
            AssetDatabase.Refresh();
        }
        // make a material and link it to atlas, save that too
        Material material = new Material(Shader.Find("Transparent/Diffuse"));

        AssetDatabase.CreateAsset(material, materialPath);
        AssetDatabase.Refresh();
        // load it back
        material = (Material)AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material));

        // make a new atlas texture
//		Texture2D atlas = new Texture2D(2048, 2048);
        Texture2D atlas = new Texture2D(4096, 4096);

        // to make an atlas we need an array instead of a list
        Texture2D[] textureArray = textureList.ToArray();
        // pack it with all the textures we have
//		Rect[] atlasRects = atlas.PackTextures(textureArray, 1, 2048);
        Rect[] atlasRects = atlas.PackTextures(textureArray, 1, 4096);
        // save it to disk
        byte[] atlasPng  = atlas.EncodeToPNG();
        string atlasPath = baseDirectory + baseFilename + " Atlas.png";

        if (File.Exists(atlasPath) == true)
        {
            File.Delete(atlasPath);
            AssetDatabase.Refresh();
        }
        File.WriteAllBytes(atlasPath, atlasPng);
        AssetDatabase.Refresh();
        TextureImporter atlasTextureImporter = AssetImporter.GetAtPath(atlasPath) as TextureImporter;

        atlasTextureImporter.mipmapEnabled = false;
//		atlasTextureImporter.maxTextureSize = 2048;
        atlasTextureImporter.maxTextureSize = 4096;
        atlasTextureImporter.wrapMode       = TextureWrapMode.Clamp;


        atlasTextureImporter.filterMode = FilterMode.Bilinear;
        // joachim mentioned internally Unity calls the next line before importing
        AssetDatabase.WriteImportSettingsIfDirty(atlasPath);
        // re-import it back into Unity
        AssetDatabase.ImportAsset(atlasPath);
        // grab a reference to it
        atlas = (Texture2D)AssetDatabase.LoadAssetAtPath(atlasPath, typeof(Texture2D));
        // be sure atlas is linked
        material.mainTexture = atlas;

        // create meshes for each image
        Vector3 position       = Vector3.zero;
        int     textureIndex   = 0;
        int     totalItemCount = 0;

        for (int layerIndex = 0; layerIndex < hogScene.layers.Length; layerIndex++)
        {
            // keep track of item count
            if (hogScene.layers[layerIndex].type == HogScene.LayerType.Custom)
            {
                continue;
            }
            totalItemCount++;
            // create a root game object for the images
            GameObject layerGo = new GameObject(hogScene.layers[layerIndex].name);
            position   = Vector3.zero;
            position.z = -layerIndex;
            layerGo.transform.position = position;
            ItemController itemController = (ItemController)layerGo.AddComponent <ItemController>();
            itemController.AddLayer(hogScene.layers[layerIndex].type);
            HogScene.ImageType hitTestImageType = (HogScene.ImageType)((int)HogScene.ImageType.Whole + 1);

            for (int imageIndex = 0; imageIndex < hogScene.layers[layerIndex].images.Length; imageIndex++)
            {
                // check hit tests first before image index possibly changes
                if (hogScene.layers[layerIndex].images[imageIndex].type < hitTestImageType)
                {
                    Rect      hitTestRect    = new Rect();
                    Texture2D hitTestTexture = null;
                    if (hogScene.layers[layerIndex].images[imageIndex].type == HogScene.ImageType.Hotspot)
                    {
                        string hitTestTexturePathName = baseDirectory + hogScene.layers[layerIndex].images[imageIndex].name;
                        hitTestTexture = (Texture2D)AssetDatabase.LoadAssetAtPath(hitTestTexturePathName, typeof(Texture2D));
                    }
                    else
                    {
                        hitTestTexture = textureArray[textureIndex];
                    }

                    //edited

                    hitTestRect.x = (hogScene.layers[layerIndex].images[imageIndex].x - (hitTestTexture.width / 2)) / 100;
                    hitTestRect.y = (hogScene.layers[layerIndex].images[imageIndex].y - (hitTestTexture.height / 2)) / 100;

                    hitTestRect.width  = (float)hitTestTexture.width / 100;
                    hitTestRect.height = (float)hitTestTexture.height / 100;


                    HitTestPixelData hitTest = ExtractHitTestData(hitTestTexture);


                    itemController.AddHitTestData(hitTest.hitTestData, hitTestTexture.width, hitTestRect, hitTest.pixels);
                }

                // add visible images to the item controller
                // this must match the test used to determine atlas textures otherwise the index will be wrong
                if ((hogScene.layers[layerIndex].images[imageIndex].type == HogScene.ImageType.Whole) ||
                    (hogScene.layers[layerIndex].images[imageIndex].type == HogScene.ImageType.Obscured) ||
                    (hogScene.layers[layerIndex].images[imageIndex].type == HogScene.ImageType.Shadow))
                {
                    // setup the game object
                    GameObject imageGo = new GameObject(Path.GetFileNameWithoutExtension(hogScene.layers[layerIndex].images[imageIndex].name));
                    ConfigureGo(imageGo, textureArray[textureIndex], material, atlasRects[textureIndex], baseDirectory + textureArray[textureIndex].name + " Mesh.asset");
                    position.x = hogScene.layers[layerIndex].images[imageIndex].x / 100f;
                    position.y = hogScene.layers[layerIndex].images[imageIndex].y / 100f;
                    imageGo.transform.parent   = layerGo.transform;
                    imageGo.transform.position = position;
                    itemController.AddImage(hogScene.layers[layerIndex].images[imageIndex].type, imageGo);
                    textureIndex++;
                }
            }
        }

        // setup our game camera
        Camera.main.gameObject.AddComponent <HOGController>();
        SearchListController searchListController = (SearchListController)Camera.main.gameObject.AddComponent <SearchListController>();

        searchListController.SetTotalItemCount(totalItemCount);
        position   = Vector3.zero;
        position.z = -hogScene.layers.Length;
        Camera.main.transform.position = position;
        Camera.main.orthographic       = true;
//		Camera.main.orthographicSize = 3;//(768.0f/2.0f);
        Camera.main.orthographicSize = 3;
        Camera.main.nearClipPlane    = 0;
        Camera.main.farClipPlane     = hogScene.layers.Length + 2;
        RenderSettings.ambientLight  = Color.white;

        atlas      = null;
        atlasRects = null;
        textureList.Clear();
        textureList  = null;
        textureArray = null;

        // one final save and refresh
        AssetDatabase.Refresh();
        EditorApplication.SaveScene(scenePath);
    }