public static void Import(DefaultAsset defaultAsset, ImportSettings settings)
        {
            var path = AssetDatabase.GetAssetPath(defaultAsset);

            var context = new ImportContext {
                // file = file,
                settings      = settings,
                fileDirectory = Path.GetDirectoryName(path),
                fileName      = Path.GetFileName(path),
                fileNameNoExt = Path.GetFileNameWithoutExtension(path),
                animData      = ScriptableObject.CreateInstance <AnimData>(),
            };

            try {
//                context.animData.data = new Dictionary<string, Dictionary<string, List<FrameData>>>();

                ImportStage(context, Stage.LoadFile);
                context.file = ASEParser.Parse(File.ReadAllBytes(path));

                context.atlasPath = Path.Combine(settings.atlasOutputDirectory, context.fileNameNoExt + ".png");

                if (settings.controllerPolicy == AnimControllerOutputPolicy.CreateOrOverride)
                {
                    context.animControllerPath = settings.animControllerOutputPath + "/" + settings.baseName + ".controller";
                }
                context.animClipDirectory = settings.clipOutputDirectory;
                context.animDataDirectory = settings.dataOutputDirectory;

                // Create paths in advance
                Directory.CreateDirectory(settings.atlasOutputDirectory);
                Directory.CreateDirectory(context.animClipDirectory);
                Directory.CreateDirectory(context.animDataDirectory);
                if (context.animControllerPath != null)
                {
                    Directory.CreateDirectory(Path.GetDirectoryName(context.animControllerPath));
                }

                ImportStage(context, Stage.GenerateAtlas);
                context.generatedSprites = AtlasGenerator.GenerateAtlas(context,
                                                                        context.file.layers.Where(it => it.type == LayerType.Content).ToList(),
                                                                        context.atlasPath);

                ImportStage(context, Stage.GenerateClips);
                GenerateAnimClips(context);

                ImportStage(context, Stage.GenerateController);
                GenerateAnimController(context);

                ImportStage(context, Stage.InvokeMetaLayerProcessor);
                context.file.layers
                .Where(layer => layer.type == LayerType.Meta)
                .Select(layer => {
                    MetaLayerProcessor processor;
                    layerProcessors.TryGetValue(layer.actionName, out processor);
                    return(new LayerAndProcessor {
                        layer = layer, processor = processor
                    });
                })
                .OrderBy(it => it.processor != null ? it.processor.executionOrder : 0)
                .ToList()
                .ForEach(it => {
                    var layer     = it.layer;
                    var processor = it.processor;
                    if (processor != null)
                    {
                        processor.Process(context, layer);
                    }
                    else
                    {
                        Debug.LogWarning(string.Format("No processor for meta layer {0}", layer.layerName));
                    }
                });

                // calc num frames for each animation, save to animData
                foreach (var tag in context.file.frameTags)
                {
                    string animName  = tag.name;
                    int    numFrames = tag.to - tag.from + 1;
                    if (context.animData.animDict.ContainsKey(animName))
                    {
                        context.animData.animDict[animName].numFrames = numFrames;
                    }
                    else
                    {
                        context.animData.animDict.Add(animName, new AnimList
                        {
                            numFrames = numFrames,
                            frameDict = new FrameDictionary(),
                        });
                    }
                }

                // save each frame's pivot and dimensions in animData
                foreach (var tag in context.file.frameTags)
                {
                    string animName = tag.name;

                    var pivotDataList = new FrameDataList {
                        frames = new List <FrameData>()
                    };
                    var dimsDataList = new FrameDataList {
                        frames = new List <FrameData>()
                    };

                    for (int i = tag.from, j = 0; i <= tag.to; i++, j++)
                    {
                        pivotDataList.frames.Add(new FrameData {
                            frame = j, coords = new List <Vector2> {
                                context.spritePivots[i]
                            }
                        });
                        dimsDataList.frames.Add(new FrameData {
                            frame = j, coords = new List <Vector2> {
                                context.spriteDimensions[i]
                            }
                        });
                    }
                    context.animData.animDict[animName].frameDict.Add("pivot", pivotDataList);
                    context.animData.animDict[animName].frameDict.Add("dims", dimsDataList);
                }

                /*
                 * var importer = AssetImporter.GetAtPath(context.atlasPath) as TextureImporter;
                 * var spriteSheet = importer.spritesheet;
                 * Debug.Log("== SPRITESHEET ==");
                 * Debug.Log($"{spriteSheet[0].rect}");
                 * Debug.Log($"{spriteSheet[0].pivot}");
                 * Debug.Log(ObjectDumper.Dump(context.spriteDimensions));
                 * Debug.Log(ObjectDumper.Dump(context.spritePivots));
                 */

                ImportStage(context, Stage.SaveAnimData);
                var filePath = context.animDataDirectory + "/" + context.settings.baseName + " data.asset";

                AnimData asset = (AnimData)AssetDatabase.LoadAssetAtPath(filePath, typeof(AnimData));
                if (!asset)
                {
                    asset             = ScriptableObject.CreateInstance <AnimData>();
                    asset             = context.animData;
                    asset.ppu         = context.settings.ppu;
                    asset.pixelOrigin = context.settings.pixelOrigin.ToString();
                    AssetDatabase.CreateAsset(asset, filePath);
                }
                else
                {
                    asset.ppu         = context.settings.ppu;
                    asset.pixelOrigin = context.settings.pixelOrigin.ToString();
                    // merge any new animations with old (and overwrite matching old)
                    foreach (KeyValuePair <string, AnimList> item in context.animData.animDict)
                    {
                        asset.animDict[item.Key] = item.Value;
                    }
                    EditorUtility.SetDirty(asset);
                    AssetDatabase.SaveAssets();
                }
            } catch (Exception e) {
                Debug.LogException(e);
            }

            ImportEnd(context);
        }
        public override void Process(ImportContext ctx, Layer layer)
        {
            // the name of the data variable should be the first parameter. eg @data("leg l")
            string dataName = layer.GetParamString(0);

            var file = ctx.file;

            var importer    = AssetImporter.GetAtPath(ctx.atlasPath) as TextureImporter;
            var spriteSheet = importer.spritesheet;

            // each tag represents a different animation.  look at each frame of each tag.  store coordinates of any visible pixels.
            // these represent the data points.
            foreach (var tag in ctx.file.frameTags)
            {
                string  animName      = tag.name;
                Vector3 distance      = Vector3.zero;
                var     frameDataList = new FrameDataList {
                    frames = new List <FrameData>()
                };
                int numFrames = tag.to - tag.from + 1;

                for (int i = tag.from, j = 0; i <= tag.to; ++i, j++)
                {
                    var frameData = new FrameData {
                        frame = j, coords = new List <Vector2>()
                    };
                    Cel cel;
                    file.frames[i].cels.TryGetValue(layer.index, out cel);

                    if (cel != null)
                    {
                        int pixelCount = 0;

                        for (int y = 0; y < cel.height; ++y)
                        {
                            for (int x = 0; x < cel.width; ++x)
                            {
                                // tex coords relative to full texture boundaries
                                int texX = cel.x + x;
                                int texY = -(cel.y + y) + file.height - 1;

                                // store position of any visible pixels
                                var pxl = cel.GetPixelRaw(x, y);
                                if (pxl.a > 0.1f)
                                {
                                    // start the coordinate of the pixel on the layer (from bottom left corner)
                                    Vector2 coord = new Vector2(texX, texY);

                                    // default pixel origin is bottom left.  if centered, add half a pixel in x and y directions
                                    if (ctx.settings.pixelOrigin == PixelOrigin.Center)
                                    {
                                        coord += new Vector2(0.5f, 0.5f);
                                    }

                                    // calculate position in relation to pivot
                                    Vector2 pivot    = spriteSheet[i].pivot;
                                    Vector2 pivotPxl = new Vector2(pivot.x * spriteSheet[i].rect.width, pivot.y * spriteSheet[i].rect.height);

                                    // get coordinate relative to pivot
                                    coord -= ctx.spriteCropPositions[i];
                                    coord -= pivotPxl;

                                    // if calculating "prev pivot" data, and this is first pixel (should only be one), then store its distance
                                    if (dataName == "prev pivot" && pixelCount == 0)
                                    {
                                        // coord is distance from pivot.  negate to make positive, and round to get rid of float errors
                                        distance += new Vector3(-Mathf.Round(coord.x), -Mathf.Round(coord.y), 0);
                                    }

                                    // points are all relative to the sprite's bounding rectangle, which is 1 by 1 in both dimensions
                                    // regardless of sprite size.  So (0.5, 0.5) would be the center of the sprite.
                                    // it's ok for points to be outside the bounding rectangle.  they'll just be less than 0, or greater than 1.
                                    // WHY? so if the sprite is transformed, everything stays relative. You can multiply points by the transforms
                                    // to get their position relative to the transform.
                                    // NOTE: spriteSheet[i].rect.width/height are in pixels
                                    coord = new Vector2(coord.x / spriteSheet[i].rect.width, coord.y / spriteSheet[i].rect.height);

                                    frameData.coords.Add(coord);
                                    ++pixelCount;
                                }
                            }
                        }

                        if (pixelCount > 0)
                        {
                            frameDataList.frames.Add(frameData);
                        }
                    }
                }

                // if we've collected all the data for this animation, save it in appropriate dictionary spot
                if (frameDataList.frames.Count > 0)
                {
                    if (ctx.animData.animDict.ContainsKey(animName))
                    {
                        ctx.animData.animDict[animName].frameDict.Add(dataName, frameDataList);
                        if (dataName == "prev pivot")
                        {
                            ctx.animData.animDict[animName].distance = distance;
                        }
                    }
                    else
                    {
                        ctx.animData.animDict.Add(animName, new AnimList {
                            numFrames = numFrames,
                            distance  = distance,
                            frameDict = new FrameDictionary()
                            {
                                {
                                    dataName,
                                    frameDataList
                                }
                            }
                        });
                    }
//                    Debug.Log(ctx.animData.data["run e"]);
                }
            }

//            Debug.Log(data);
        }