rimworld-animation-studio/Library/PackageCache/com.unity.2d.psdimporter@2.1.6/Editor/PSDImporter.cs

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2022-09-13 05:36:34 +00:00
using System;
using System.Collections.Generic;
using System.IO;
using PDNWrapper;
using UnityEngine;
using Unity.Collections;
using System.Linq;
using UnityEditor.Experimental.AssetImporters;
using UnityEditor.U2D.Animation;
using UnityEditor.U2D.Common;
using UnityEditor.U2D.Sprites;
using UnityEngine.Assertions;
using UnityEngine.Experimental.U2D.Animation;
using UnityEngine.U2D;
using UnityEngine.U2D.Animation;
using UnityEditor.MemoryProfiler;
using UnityEngine.Profiling.Memory.Experimental;
namespace UnityEditor.U2D.PSD
{
/// <summary>
/// ScriptedImporter to import Photoshop files
/// </summary>
[ScriptedImporter(4, "psb")]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@3.1/manual/index.html")]
public class PSDImporter : ScriptedImporter, ISpriteEditorDataProvider
{
class UniqueNameGenerator
{
List<int> m_NameHash = new List<int>();
public bool ContainHash(int i)
{
return m_NameHash.Contains(i);
}
public void AddHash(int i)
{
m_NameHash.Add(i);
}
public string GetUniqueName(string name)
{
return PSDImporter.GetUniqueName(name, m_NameHash);
}
}
class GameObjectCreationFactory : UniqueNameGenerator
{
public GameObject CreateGameObject(string name, params System.Type[] components)
{
var newName = GetUniqueName(name);
return new GameObject(newName, components);
}
}
struct BoneGO
{
public GameObject go;
public int index;
}
[SerializeField]
TextureImporterSettings m_TextureImporterSettings = new TextureImporterSettings() {
mipmapEnabled = true,
mipmapFilter = TextureImporterMipFilter.BoxFilter,
sRGBTexture = true,
borderMipmap = false,
mipMapsPreserveCoverage = false,
alphaTestReferenceValue = 0.5f,
readable = false,
#if ENABLE_TEXTURE_STREAMING
streamingMipmaps = true,
#endif
fadeOut = false,
mipmapFadeDistanceStart = 1,
mipmapFadeDistanceEnd = 3,
convertToNormalMap = false,
heightmapScale = 0.25F,
normalMapFilter = 0,
generateCubemap = TextureImporterGenerateCubemap.AutoCubemap,
cubemapConvolution = 0,
seamlessCubemap = false,
npotScale = TextureImporterNPOTScale.ToNearest,
spriteMode = (int)SpriteImportMode.Multiple,
spriteExtrude = 1,
spriteMeshType = SpriteMeshType.Tight,
spriteAlignment = (int)SpriteAlignment.Center,
spritePivot = new Vector2(0.5f, 0.5f),
spritePixelsPerUnit = 100.0f,
spriteBorder = new Vector4(0.0f, 0.0f, 0.0f, 0.0f),
alphaSource = TextureImporterAlphaSource.FromInput,
alphaIsTransparency = true,
spriteTessellationDetail = -1.0f,
textureType = TextureImporterType.Sprite,
textureShape = TextureImporterShape.Texture2D,
filterMode = FilterMode.Bilinear,
aniso = 1,
mipmapBias = 0.0f,
wrapModeU = TextureWrapMode.Repeat,
wrapModeV = TextureWrapMode.Repeat,
wrapModeW = TextureWrapMode.Repeat,
};
[SerializeField]
List<SpriteMetaData> m_SpriteImportData = new List<SpriteMetaData>(); // we use index 0 for single sprite and the rest for multiple sprites
[SerializeField]
List<SpriteMetaData> m_MosaicSpriteImportData = new List<SpriteMetaData>();
[SerializeField]
List<SpriteMetaData> m_RigSpriteImportData = new List<SpriteMetaData>();
[SerializeField]
List<TextureImporterPlatformSettings> m_PlatformSettings = new List<TextureImporterPlatformSettings>();
[SerializeField]
bool m_MosaicLayers = true;
[SerializeField]
Vector2 m_DocumentPivot = Vector2.zero;
[SerializeField]
SpriteAlignment m_DocumentAlignment = SpriteAlignment.BottomCenter;
[SerializeField]
bool m_ImportHiddenLayers = false;
[SerializeField]
int m_ImportedTextureWidth;
[SerializeField]
int m_ImportedTextureHeight;
[SerializeField]
Vector2Int m_DocumentSize;
[SerializeField]
bool m_PaperDollMode = false;
[SerializeField]
bool m_KeepDupilcateSpriteName = false;
[SerializeField]
SpriteCategoryList m_SpriteCategoryList = new SpriteCategoryList() {categories = new List<SpriteCategory>()};
GameObjectCreationFactory m_GameObjectFactory = new GameObjectCreationFactory();
internal SpriteCategoryList spriteCategoryList { get { return m_SpriteCategoryList; } set { m_SpriteCategoryList = value; } }
[SerializeField]
int m_TextureActualWidth;
internal int textureActualWidth
{
get { return m_TextureActualWidth; }
private set { m_TextureActualWidth = value; }
}
[SerializeField]
int m_TextureActualHeight;
internal int textureActualHeight
{
get { return m_TextureActualHeight; }
private set { m_TextureActualHeight = value; }
}
[SerializeField]
string m_SpritePackingTag = "";
[SerializeField]
bool m_ResliceFromLayer = false;
[SerializeField]
bool m_CharacterMode = true;
[SerializeField]
List<PSDLayer> m_MosaicPSDLayers = new List<PSDLayer>();
[SerializeField]
List<PSDLayer> m_RigPSDLayers = new List<PSDLayer>();
[SerializeField]
CharacterData m_CharacterData = new CharacterData();
[SerializeField]
bool m_GenerateGOHierarchy = false;
[SerializeField]
string m_TextureAssetName = null;
[SerializeField]
string m_PrefabAssetName = null;
[SerializeField]
string m_SpriteLibAssetName = null;
[SerializeField]
SecondarySpriteTexture[] m_SecondarySpriteTextures;
/// <summary>
/// Implementation of ScriptedImporter.OnImportAsset
/// </summary>
/// <param name="ctx">
/// This argument contains all the contextual information needed to process the import
/// event and is also used by the custom importer to store the resulting Unity Asset.
/// </param>
public override void OnImportAsset(AssetImportContext ctx)
{
FileStream fileStream = new FileStream(ctx.assetPath, FileMode.Open, FileAccess.Read);
Document doc = null;
try
{
UnityEngine.Profiling.Profiler.BeginSample("OnImportAsset");
UnityEngine.Profiling.Profiler.BeginSample("PsdLoad");
doc = PaintDotNet.Data.PhotoshopFileType.PsdLoad.Load(fileStream);
UnityEngine.Profiling.Profiler.EndSample();
ValidatePSDLayerId(doc);
m_DocumentSize = new Vector2Int(doc.width, doc.height);
bool singleSpriteMode = m_TextureImporterSettings.textureType == TextureImporterType.Sprite && m_TextureImporterSettings.spriteMode != (int)SpriteImportMode.Multiple;
EnsureSingleSpriteExist();
if (m_TextureImporterSettings.textureType != TextureImporterType.Sprite ||
m_MosaicLayers == false || singleSpriteMode)
{
var image = new NativeArray<Color32>(doc.width * doc.height, Allocator.Persistent);
try
{
var spriteImportData = GetSpriteImportData();
FlattenImageTask.Execute(doc.Layers, m_ImportHiddenLayers, doc.width, doc.height, image);
int spriteCount = spriteDataCount;
int spriteIndexStart = 1;
if (spriteImportData.Count <= 0 || spriteImportData[0] == null)
{
spriteImportData.Add(new SpriteMetaData());
}
spriteImportData[0].name = System.IO.Path.GetFileNameWithoutExtension(ctx.assetPath) + "_1";
spriteImportData[0].alignment = (SpriteAlignment)m_TextureImporterSettings.spriteAlignment;
spriteImportData[0].border = m_TextureImporterSettings.spriteBorder;
spriteImportData[0].pivot = m_TextureImporterSettings.spritePivot;
spriteImportData[0].rect = new Rect(0, 0, doc.width, doc.height);
if (singleSpriteMode)
{
spriteCount = 1;
spriteIndexStart = 0;
}
textureActualWidth = doc.width;
textureActualHeight = doc.height;
var output = ImportTexture(ctx, image, doc.width, doc.height, spriteIndexStart, spriteCount);
RegisterAssets(ctx, output);
}
finally
{
image.Dispose();
}
}
else
{
ImportFromLayers(ctx, doc);
}
}
finally
{
fileStream.Close();
if (doc != null)
doc.Dispose();
UnityEngine.Profiling.Profiler.EndSample();
EditorUtility.SetDirty(this);
}
// Debug Profiler.
// UnityEngine.Profiling.Memory.Experimental.MemoryProfiler.TakeSnapshot("snapshot.snap", MemorySnapshotFinish, CaptureFlags.ManagedObjects | CaptureFlags.NativeObjects | CaptureFlags.NativeAllocations | CaptureFlags.NativeStackTraces);
}
static void ValidatePSDLayerId(List<BitmapLayer> layers, UniqueNameGenerator uniqueNameGenerator)
{
for (int i = 0; i < layers.Count; ++i)
{
if (uniqueNameGenerator.ContainHash(layers[i].LayerID))
{
var importWarning = string.Format("Layer {0}: LayerId is not unique. Mapping will be done by Layer's name.", layers[i].Name);
var layerName = uniqueNameGenerator.GetUniqueName(layers[i].Name);
if (layerName != layers[i].Name)
importWarning += "\nLayer names are not unique. Please ensure they are unique to for SpriteRect to be mapped back correctly.";
layers[i].LayerID = layerName.GetHashCode();
Debug.LogWarning(importWarning);
}
else
uniqueNameGenerator.AddHash(layers[i].LayerID);
if (layers[i].ChildLayer != null)
{
ValidatePSDLayerId(layers[i].ChildLayer, uniqueNameGenerator);
}
}
}
void ValidatePSDLayerId(Document doc)
{
UniqueNameGenerator uniqueNameGenerator = new UniqueNameGenerator();
ValidatePSDLayerId(doc.Layers, uniqueNameGenerator);
}
TextureGenerationOutput ImportTexture(AssetImportContext ctx, NativeArray<Color32> imageData, int textureWidth, int textureHeight, int spriteStart, int spriteCount)
{
if (!imageData.IsCreated || imageData.Length == 0)
return new TextureGenerationOutput();
UnityEngine.Profiling.Profiler.BeginSample("ImportTexture");
var platformSettings = GetPlatformTextureSettings(ctx.selectedBuildTarget);
var textureSettings = m_TextureImporterSettings.ExtractTextureSettings();
textureSettings.assetPath = ctx.assetPath;
textureSettings.enablePostProcessor = true;
textureSettings.containsAlpha = true;
textureSettings.hdr = false;
var textureAlphaSettings = m_TextureImporterSettings.ExtractTextureAlphaSettings();
var textureMipmapSettings = m_TextureImporterSettings.ExtractTextureMipmapSettings();
var textureCubemapSettings = m_TextureImporterSettings.ExtractTextureCubemapSettings();
var textureWrapSettings = m_TextureImporterSettings.ExtractTextureWrapSettings();
TextureGenerationOutput output;
switch (m_TextureImporterSettings.textureType)
{
case TextureImporterType.Default:
output = TextureGeneratorHelper.GenerateTextureDefault(imageData, textureWidth, textureHeight, textureSettings, platformSettings, textureAlphaSettings, textureMipmapSettings, textureCubemapSettings, textureWrapSettings);
break;
case TextureImporterType.NormalMap:
var textureNormalSettings = m_TextureImporterSettings.ExtractTextureNormalSettings();
output = TextureGeneratorHelper.GenerateNormalMap(imageData, textureWidth, textureHeight, textureSettings, platformSettings, textureNormalSettings, textureMipmapSettings, textureCubemapSettings, textureWrapSettings);
break;
case TextureImporterType.GUI:
output = TextureGeneratorHelper.GenerateTextureGUI(imageData, textureWidth, textureHeight, textureSettings, platformSettings, textureAlphaSettings, textureMipmapSettings, textureWrapSettings);
break;
case TextureImporterType.Sprite:
var textureSpriteSettings = m_TextureImporterSettings.ExtractTextureSpriteSettings();
textureSpriteSettings.packingTag = m_SpritePackingTag;
textureSpriteSettings.qualifyForPacking = !string.IsNullOrEmpty(m_SpritePackingTag);
textureSpriteSettings.spriteSheetData = new UnityEditor.Experimental.AssetImporters.SpriteImportData[spriteCount];
textureSettings.npotScale = TextureImporterNPOTScale.None;
textureSettings.secondaryTextures = secondaryTextures;
var spriteImportData = GetSpriteImportData();
for (int i = 0; i < spriteCount; ++i)
{
//AutoGenerateSpriteSkinData(m_SpriteImportData[spriteStart + i]);
textureSpriteSettings.spriteSheetData[i] = spriteImportData[spriteStart + i];
}
output = TextureGeneratorHelper.GenerateTextureSprite(imageData, textureWidth, textureHeight, textureSettings, platformSettings, textureSpriteSettings, textureAlphaSettings, textureMipmapSettings, textureWrapSettings);
break;
case TextureImporterType.Cursor:
output = TextureGeneratorHelper.GenerateTextureCursor(imageData, textureWidth, textureHeight, textureSettings, platformSettings, textureAlphaSettings, textureMipmapSettings, textureWrapSettings);
break;
case TextureImporterType.Cookie:
output = TextureGeneratorHelper.GenerateCookie(imageData, textureWidth, textureHeight, textureSettings, platformSettings, textureAlphaSettings, textureMipmapSettings, textureCubemapSettings, textureWrapSettings);
break;
case TextureImporterType.Lightmap:
output = TextureGeneratorHelper.GenerateLightmap(imageData, textureWidth, textureHeight, textureSettings, platformSettings, textureMipmapSettings, textureWrapSettings);
break;
case TextureImporterType.SingleChannel:
output = TextureGeneratorHelper.GenerateTextureSingleChannel(imageData, textureWidth, textureHeight, textureSettings, platformSettings, textureAlphaSettings, textureMipmapSettings, textureCubemapSettings, textureWrapSettings);
break;
default:
Debug.LogAssertion("Unknown texture type for import");
output = default(TextureGenerationOutput);
break;
}
UnityEngine.Profiling.Profiler.EndSample();
return output;
}
void AutoGenerateSpriteSkinData(SpriteMetaData metaData)
{
//If bone data exist but skinning data doesn't exist, auto generate them
if (metaData.spriteBone != null && metaData.spriteBone.Count > 0 &&
(metaData.vertices == null || metaData.vertices.Count == 0))
{
var spriteMeshDataController = new SpriteMeshDataController();
var smd = new SpriteMeshData();
smd.spriteID = metaData.spriteID;
smd.frame = metaData.rect;
smd.pivot = metaData.pivot;
smd.bones = ModuleUtility.CreateSpriteBoneData(metaData.spriteBone.ToArray(), Matrix4x4.TRS(metaData.rect.position, Quaternion.identity, Vector3.one));
spriteMeshDataController.spriteMeshData = smd;
spriteMeshDataController.OutlineFromAlpha(new OutlineGenerator(), GetDataProvider<ITextureDataProvider>(), 0.05f, 200);
spriteMeshDataController.Triangulate(new Triangulator());
spriteMeshDataController.Subdivide(new Triangulator(), 0.25f);
spriteMeshDataController.CalculateWeights(new BoundedBiharmonicWeightsGenerator(), null, 0.01f);
spriteMeshDataController.SortTrianglesByDepth();
List<Vertex2DMetaData> vmd = new List<Vertex2DMetaData>(smd.vertices.Count);
foreach (var v in smd.vertices)
vmd.Add(new Vertex2DMetaData() { position = v.position - smd.frame.position, boneWeight = v.editableBoneWeight.ToBoneWeight(true) });
List<Vector2Int> emd = new List<Vector2Int>(smd.edges.Count);
foreach (var e in smd.edges)
emd.Add(new Vector2Int(e.index1, e.index2));
metaData.vertices = vmd;
metaData.indices = smd.indices.ToArray();
metaData.edges = emd.ToArray();
}
}
string GetUniqueSpriteName(string name, List<int> namehash)
{
if (m_KeepDupilcateSpriteName)
return name;
return GetUniqueName(name, namehash);
}
void ImportFromLayers(AssetImportContext ctx, Document doc)
{
NativeArray<Color32> output = default(NativeArray<Color32>);
List<int> layerIndex = new List<int>();
List<int> spriteNameHash = new List<int>();
var oldPsdLayers = GetPSDLayers();
try
{
var psdLayers = new List<PSDLayer>();
ExtractLayerTask.Execute(psdLayers, doc.Layers, m_ImportHiddenLayers);
var removedLayersSprite = oldPsdLayers.Where(x => psdLayers.FirstOrDefault(y => y.layerID == x.layerID) == null).Select(z => z.spriteID).ToArray();
for (int i = 0; i < psdLayers.Count; ++i)
{
int j = 0;
var psdLayer = psdLayers[i];
for (; j < oldPsdLayers.Count; ++j)
{
if (psdLayer.layerID == oldPsdLayers[j].layerID)
{
psdLayer.spriteID = oldPsdLayers[j].spriteID;
psdLayer.spriteName = oldPsdLayers[j].spriteName;
psdLayer.mosaicPosition = oldPsdLayers[j].mosaicPosition;
break;
}
}
}
int expectedBufferLength = doc.width * doc.height;
var layerBuffers = new List<NativeArray<Color32>>();
for (int i = 0; i < psdLayers.Count; ++i)
{
var l = psdLayers[i];
if (l.texture.IsCreated && l.texture.Length == expectedBufferLength)
{
layerBuffers.Add(l.texture);
layerIndex.Add(i);
}
}
RectInt[] spritedata;
int width, height;
int padding = 4;
Vector2Int[] uvTransform;
ImagePacker.Pack(layerBuffers.ToArray(), doc.width, doc.height, padding, out output, out width, out height, out spritedata, out uvTransform);
var spriteImportData = GetSpriteImportData();
if (spriteImportData.Count <= 0 || shouldResliceFromLayer)
{
var newSpriteMeta = new List<SpriteMetaData>();
for (int i = 0; i < spritedata.Length && i < layerIndex.Count; ++i)
{
var spriteSheet = spriteImportData.FirstOrDefault(x => x.spriteID == psdLayers[layerIndex[i]].spriteID);
if (spriteSheet == null)
{
spriteSheet = new SpriteMetaData();
spriteSheet.border = Vector4.zero;
spriteSheet.alignment = (SpriteAlignment)m_TextureImporterSettings.spriteAlignment;
spriteSheet.pivot = m_TextureImporterSettings.spritePivot;
}
psdLayers[layerIndex[i]].spriteName = GetUniqueSpriteName(psdLayers[layerIndex[i]].name, spriteNameHash);
spriteSheet.name = psdLayers[layerIndex[i]].spriteName;
spriteSheet.rect = new Rect(spritedata[i].x, spritedata[i].y, spritedata[i].width, spritedata[i].height);
spriteSheet.uvTransform = uvTransform[i];
psdLayers[layerIndex[i]].spriteID = spriteSheet.spriteID;
psdLayers[layerIndex[i]].mosaicPosition = spritedata[i].position;
newSpriteMeta.Add(spriteSheet);
}
spriteImportData.Clear();
spriteImportData.AddRange(newSpriteMeta);
}
else
{
spriteImportData.RemoveAll(x => removedLayersSprite.Contains(x.spriteID));
// First look for any user created SpriteRect and add those into the name hash
foreach (var spriteData in spriteImportData)
{
var psdLayer = psdLayers.FirstOrDefault(x => x.spriteID == spriteData.spriteID);
if (psdLayer == null)
spriteNameHash.Add(spriteData.name.GetHashCode());
}
foreach (var spriteData in spriteImportData)
{
var psdLayer = psdLayers.FirstOrDefault(x => x.spriteID == spriteData.spriteID);
if (psdLayer == null)
spriteData.uvTransform = new Vector2Int((int)spriteData.rect.position.x, (int)spriteData.rect.position.y);
// If it is user created rect or the name has been changed before
// add it into the spriteNameHash and we don't copy it over from the layer
if (psdLayer == null || psdLayer.spriteName != spriteData.name)
spriteNameHash.Add(spriteData.name.GetHashCode());
// If the sprite name has not been changed, we ensure the new
// layer name is still unique and use it as the sprite name
if (psdLayer != null && psdLayer.spriteName == spriteData.name)
{
psdLayer.spriteName = GetUniqueSpriteName(psdLayer.name, spriteNameHash);
spriteData.name = psdLayer.spriteName;
}
}
//Update names for those user has not changed and add new sprite rect based on PSD file.
for (int k = 0; k < layerIndex.Count; ++k)
{
int i = layerIndex[k];
var spriteSheet = spriteImportData.FirstOrDefault(x => x.spriteID == psdLayers[i].spriteID);
var inOldLayer = oldPsdLayers.FindIndex(x => x.layerID == psdLayers[i].layerID) != -1;
if (spriteSheet == null && !inOldLayer)
{
spriteSheet = new SpriteMetaData();
spriteImportData.Add(spriteSheet);
spriteSheet.rect = new Rect(spritedata[k].x, spritedata[k].y, spritedata[k].width, spritedata[k].height);
spriteSheet.border = Vector4.zero;
spriteSheet.alignment = (SpriteAlignment)m_TextureImporterSettings.spriteAlignment;
spriteSheet.pivot = m_TextureImporterSettings.spritePivot;
psdLayers[i].spriteName = GetUniqueSpriteName(psdLayers[i].name, spriteNameHash);
spriteSheet.name = psdLayers[i].spriteName;
}
else if (spriteSheet != null)
{
var r = spriteSheet.rect;
r.position = spriteSheet.rect.position - psdLayers[i].mosaicPosition + spritedata[k].position;
spriteSheet.rect = r;
}
if (spriteSheet != null)
{
spriteSheet.uvTransform = uvTransform[k];
psdLayers[i].spriteID = spriteSheet.spriteID;
psdLayers[i].mosaicPosition = spritedata[k].position;
}
}
}
foreach (var l in oldPsdLayers)
l.Dispose();
oldPsdLayers.Clear();
oldPsdLayers.AddRange(psdLayers);
m_ImportedTextureHeight = textureActualHeight = height;
m_ImportedTextureWidth = textureActualWidth = width;
var generatedTexture = ImportTexture(ctx, output, width, height, 0, spriteImportData.Count);
if (generatedTexture.texture)
{
m_ImportedTextureHeight = generatedTexture.texture.height;
m_ImportedTextureWidth = generatedTexture.texture.width;
}
RegisterAssets(ctx, generatedTexture);
}
finally
{
if (output.IsCreated)
output.Dispose();
foreach (var l in oldPsdLayers)
l.Dispose();
}
}
void MemorySnapshotFinish(string path, bool done)
{
}
void EnsureSingleSpriteExist()
{
if (m_SpriteImportData.Count <= 0)
m_SpriteImportData.Add(new SpriteMetaData()); // insert default for single sprite mode
}
internal TextureImporterPlatformSettings GetPlatformTextureSettings(BuildTarget buildTarget)
{
var buildTargetName = TexturePlatformSettingsModal.kValidBuildPlatform.FirstOrDefault(x => x.buildTarget.Contains(buildTarget));
var defaultTargetName = TexturePlatformSettingsModal.kValidBuildPlatform.FirstOrDefault(x => x.buildTarget.Contains(BuildTarget.NoTarget));
TextureImporterPlatformSettings platformSettings = null;
platformSettings = m_PlatformSettings.SingleOrDefault(x => x.name == buildTargetName.buildTargetName);
platformSettings = platformSettings ?? m_PlatformSettings.SingleOrDefault(x => x.name == defaultTargetName.buildTargetName);
if (platformSettings == null)
{
platformSettings = new TextureImporterPlatformSettings();
platformSettings.name = name;
platformSettings.overridden = false;
}
return platformSettings;
}
void RegisterAssets(AssetImportContext ctx, TextureGenerationOutput output)
{
List<int> assetNameHash = new List<int>();
if (!string.IsNullOrEmpty(output.importInspectorWarnings))
{
Debug.LogWarning(output.importInspectorWarnings);
}
if (output.importWarnings != null && output.importWarnings.Length != 0)
{
foreach (var warning in output.importWarnings)
Debug.LogWarning(warning);
}
if (output.thumbNail == null)
Debug.LogWarning("Thumbnail generation fail");
if (output.texture == null)
{
throw new Exception("Texture import fail");
}
var assetName = GetUniqueName(System.IO.Path.GetFileNameWithoutExtension(ctx.assetPath), assetNameHash, true);
// Setup all fixed name on the hash table
if (string.IsNullOrEmpty(m_TextureAssetName))
m_TextureAssetName = GetUniqueName(string.Format("{0} Texture",assetName), assetNameHash, true);
if (string.IsNullOrEmpty(m_PrefabAssetName))
m_PrefabAssetName = GetUniqueName(string.Format("{0} Prefab", assetName), assetNameHash, true);
if (string.IsNullOrEmpty(m_SpriteLibAssetName))
m_SpriteLibAssetName = GetUniqueName(string.Format("{0} Sprite Lib", assetName), assetNameHash, true);
output.texture.name = assetName;
ctx.AddObjectToAsset(m_TextureAssetName, output.texture, output.thumbNail);
UnityEngine.Object mainAsset = output.texture;
if (output.sprites != null)
{
var slAsset = ProduceSpriteLibAsset(output.sprites);
if (shouldProduceGameObject)
{
GameObject prefab = null;
if (m_PaperDollMode)
prefab = OnProducePaperDollPrefab(m_TextureAssetName, output.sprites, slAsset);
else
prefab = OnProducePrefab(m_TextureAssetName, output.sprites, slAsset);
if (prefab != null)
{
ctx.AddObjectToAsset(m_PrefabAssetName, prefab);
mainAsset = prefab;
}
}
foreach (var s in output.sprites)
{
var spriteAssetName = GetUniqueName(s.GetSpriteID().ToString(), assetNameHash, false, s);
ctx.AddObjectToAsset(spriteAssetName, s);
}
if (slAsset != null)
{
slAsset.name = assetName;
ctx.AddObjectToAsset(m_SpriteLibAssetName, slAsset);
}
}
ctx.SetMainObject(mainAsset);
}
bool SpriteIsMainFromSpriteLib(string spriteId, out string categoryName)
{
categoryName = "";
if (m_SpriteCategoryList.categories != null)
{
foreach (var category in m_SpriteCategoryList.categories)
{
var index = category.labels.FindIndex(x => x.spriteId == spriteId);
if (index == 0)
{
categoryName = category.name;
return true;
}
if (index > 0)
return false;
}
}
return true;
}
void BuildGroupGameObject(List<PSDLayer> psdGroup, int index, Transform root)
{
var spriteData = GetSpriteImportData().FirstOrDefault(x => x.spriteID == psdGroup[index].spriteID);
if (psdGroup[index].gameObject == null)
{
if (m_GenerateGOHierarchy || (!psdGroup[index].spriteID.Empty() && psdGroup[index].isGroup == false))
{
// Determine if need to create GameObject i.e. if the sprite is not in a SpriteLib or if it is the first one
string categoryName;
var b = SpriteIsMainFromSpriteLib(psdGroup[index].spriteID.ToString(), out categoryName);
string goName = string.IsNullOrEmpty(categoryName) ? spriteData != null ? spriteData.name : psdGroup[index].name : categoryName;
if (b)
psdGroup[index].gameObject = m_GameObjectFactory.CreateGameObject(goName);
}
if (psdGroup[index].parentIndex >= 0 && m_GenerateGOHierarchy)
{
BuildGroupGameObject(psdGroup, psdGroup[index].parentIndex, root);
root = psdGroup[psdGroup[index].parentIndex].gameObject.transform;
}
if (psdGroup[index].gameObject != null)
psdGroup[index].gameObject.transform.SetParent(root);
}
}
bool shouldProduceGameObject
{
get { return m_CharacterMode && m_MosaicLayers && spriteImportMode == SpriteImportMode.Multiple; }
}
bool shouldResliceFromLayer
{
get { return m_ResliceFromLayer && m_MosaicLayers && spriteImportMode == SpriteImportMode.Multiple; }
}
bool characterMode
{
get { return mosaicMode && m_CharacterMode == true; }
}
float definitionScale
{
get
{
float definitionScaleW = m_ImportedTextureWidth / (float)textureActualWidth;
float definitionScaleH = m_ImportedTextureHeight / (float)textureActualHeight;
return Mathf.Min(definitionScaleW, definitionScaleH);
}
}
private Vector2 GetPivotPoint(Rect rect, SpriteAlignment alignment)
{
switch (alignment)
{
case SpriteAlignment.TopLeft:
return new Vector2(rect.xMin, rect.yMax);
case SpriteAlignment.TopCenter:
return new Vector2(rect.center.x, rect.yMax);
case SpriteAlignment.TopRight:
return new Vector2(rect.xMax, rect.yMax);
case SpriteAlignment.LeftCenter:
return new Vector2(rect.xMin, rect.center.y);
case SpriteAlignment.Center:
return new Vector2(rect.center.x, rect.center.y);
case SpriteAlignment.RightCenter:
return new Vector2(rect.xMax, rect.center.y);
case SpriteAlignment.BottomLeft:
return new Vector2(rect.xMin, rect.yMin);
case SpriteAlignment.BottomCenter:
return new Vector2(rect.center.x, rect.yMin);
case SpriteAlignment.BottomRight:
return new Vector2(rect.xMax, rect.yMin);
case SpriteAlignment.Custom:
return new Vector2(m_DocumentPivot.x * rect.width, m_DocumentPivot.y * rect.height);
}
return Vector2.zero;
}
void CreateBoneGO(int index, SpriteBone[] bones, BoneGO[] bonesGO, Transform defaultRoot)
{
if (bonesGO[index].go != null)
return;
var bone = bones[index];
if (bone.parentId != -1 && bonesGO[bone.parentId].go == null)
CreateBoneGO(bone.parentId, bones, bonesGO, defaultRoot);
var go = m_GameObjectFactory.CreateGameObject(bone.name);
if (bone.parentId == -1)
go.transform.SetParent(defaultRoot);
else
go.transform.SetParent(bonesGO[bone.parentId].go.transform);
go.transform.localPosition = bone.position * 1 / pixelsPerUnit;
go.transform.localRotation = bone.rotation;
bonesGO[index] = new BoneGO()
{
go = go,
index = index
};
}
BoneGO[] CreateBonesGO(Transform root)
{
if (characterMode)
{
var characterSkeleton = GetDataProvider<ICharacterDataProvider>().GetCharacterData();
var bones = characterSkeleton.bones;
if (bones != null)
{
var boneGOs = new BoneGO[bones.Length];
for (int i = 0; i < bones.Length; ++i)
{
CreateBoneGO(i, bones, boneGOs, root);
}
return boneGOs;
}
}
return new BoneGO[0];
}
void GetSpriteLiblabel(string spriteId, out string category, out string label)
{
category = "";
label = "";
var index = -1;
foreach (var cat in m_SpriteCategoryList.categories)
{
index = cat.labels.FindIndex(x => x.spriteId == spriteId);
if (index != -1)
{
category = cat.name;
label = cat.labels[index].name;
break;
}
}
}
GameObject OnProducePaperDollPrefab(string assetname, Sprite[] sprites, SpriteLibraryAsset spriteLib)
{
GameObject root = null;
CharacterData? characterSkeleton = characterMode ? new CharacterData ? (GetDataProvider<ICharacterDataProvider>().GetCharacterData()) : null;
if (sprites != null && sprites.Length > 0)
{
root = new GameObject();
root.name = assetname + "_GO";
var spriteImportData = GetSpriteImportData();
var psdLayers = GetPSDLayers();
var boneGOs = CreateBonesGO(root.transform);
if (spriteLib != null)
root.AddComponent<SpriteLibrary>().spriteLibraryAsset = spriteLib;
for (int i = 0; i < sprites.Length; ++i)
{
string categoryName;
if (SpriteIsMainFromSpriteLib(sprites[i].GetSpriteID().ToString(), out categoryName))
{
var spriteBones = m_CharacterData.parts.FirstOrDefault(x => new GUID(x.spriteId) == sprites[i].GetSpriteID()).bones;
var rootBone = root;
if (spriteBones != null && spriteBones.Any())
{
var b = spriteBones.Where(x => x >= 0 && x < boneGOs.Length).Select(x => boneGOs[x]).OrderBy(x => x.index);
if (b.Any())
rootBone = b.First().go;
}
var srGameObject = m_GameObjectFactory.CreateGameObject(string.IsNullOrEmpty(categoryName) ? sprites[i].name : categoryName);
var sr = srGameObject.AddComponent<SpriteRenderer>();
sr.sprite = sprites[i];
sr.sortingOrder = psdLayers.Count - psdLayers.FindIndex(x => x.spriteID == sprites[i].GetSpriteID());
srGameObject.transform.parent = rootBone.transform;
var spriteMetaData = spriteImportData.FirstOrDefault(x => x.spriteID == sprites[i].GetSpriteID());
if (spriteMetaData != null)
{
var uvTransform = spriteMetaData.uvTransform;
var outlineOffset = new Vector2(spriteMetaData.rect.x - uvTransform.x + (spriteMetaData.pivot.x * spriteMetaData.rect.width),
spriteMetaData.rect.y - uvTransform.y + (spriteMetaData.pivot.y * spriteMetaData.rect.height)) * definitionScale / sprites[i].pixelsPerUnit;
srGameObject.transform.position = new Vector3(outlineOffset.x, outlineOffset.y, 0);
}
var category = "";
var labelName = "";
GetSpriteLiblabel(sprites[i].GetSpriteID().ToString(), out category, out labelName);
if (!string.IsNullOrEmpty(category) && !string.IsNullOrEmpty(labelName))
{
var sresolver = srGameObject.AddComponent<SpriteResolver>();
sresolver.SetCategoryAndLabel(category, labelName);
sresolver.ResolveSpriteToSpriteRenderer();
}
}
}
}
return root;
}
GameObject OnProducePrefab(string assetname, Sprite[] sprites, SpriteLibraryAsset spriteLib)
{
GameObject root = null;
CharacterData? characterSkeleton = characterMode ? new CharacterData ? (GetDataProvider<ICharacterDataProvider>().GetCharacterData()) : null;
if (sprites != null && sprites.Length > 0)
{
var spriteImportData = GetSpriteImportData();
root = new GameObject();
root.name = assetname + "_GO";
if (spriteLib != null)
root.AddComponent<SpriteLibrary>().spriteLibraryAsset = spriteLib;
var psdLayers = GetPSDLayers();
for (int i = 0; i < psdLayers.Count; ++i)
{
BuildGroupGameObject(psdLayers, i, root.transform);
}
var boneGOs = CreateBonesGO(root.transform);
for (int i = 0; i < psdLayers.Count; ++i)
{
var l = psdLayers[i];
GUID layerSpriteID = l.spriteID;
var sprite = sprites.FirstOrDefault(x => x.GetSpriteID() == layerSpriteID);
var spriteMetaData = spriteImportData.FirstOrDefault(x => x.spriteID == layerSpriteID);
if (sprite != null && spriteMetaData != null && l.gameObject != null)
{
var spriteRenderer = l.gameObject.AddComponent<SpriteRenderer>();
spriteRenderer.sprite = sprite;
spriteRenderer.sortingOrder = psdLayers.Count - i;
var uvTransform = spriteMetaData.uvTransform;
var outlineOffset = new Vector2(spriteMetaData.rect.x - uvTransform.x + (spriteMetaData.pivot.x * spriteMetaData.rect.width),
spriteMetaData.rect.y - uvTransform.y + (spriteMetaData.pivot.y * spriteMetaData.rect.height)) * definitionScale / sprite.pixelsPerUnit;
l.gameObject.transform.position = new Vector3(outlineOffset.x, outlineOffset.y, 0);
if (characterSkeleton != null)
{
var part = characterSkeleton.Value.parts.FirstOrDefault(x => x.spriteId == spriteMetaData.spriteID.ToString());
if (part.bones != null && part.bones.Length > 0)
{
var spriteSkin = l.gameObject.AddComponent<SpriteSkin>();
if (spriteRenderer.sprite != null && spriteRenderer.sprite.GetBindPoses().Length > 0)
{
var spriteBones = m_CharacterData.parts.FirstOrDefault(x => new GUID(x.spriteId) == spriteRenderer.sprite.GetSpriteID()).bones.Where(x => x >= 0 && x < boneGOs.Length).Select(x => boneGOs[x]);
if (spriteBones.Any())
{
spriteSkin.rootBone = spriteBones.OrderBy(x => x.index).First().go.transform;
spriteSkin.boneTransforms = spriteBones.Select(x => x.go.transform).ToArray();
if (spriteSkin.isValid)
spriteSkin.CalculateBounds();
}
}
}
}
var category = "";
var labelName = "";
GetSpriteLiblabel(layerSpriteID.ToString(), out category, out labelName);
if (!string.IsNullOrEmpty(category) && !string.IsNullOrEmpty(labelName))
{
var sresolver = l.gameObject.AddComponent<SpriteResolver>();
sresolver.SetCategoryAndLabel(category, labelName);
sresolver.ResolveSpriteToSpriteRenderer();
}
}
}
var prefabBounds = new Rect(0 , 0, m_DocumentSize.x / pixelsPerUnit, m_DocumentSize.y / pixelsPerUnit);
var documentPivot = (Vector3)GetPivotPoint(prefabBounds, m_DocumentAlignment);
for (int i = 0; i < psdLayers.Count; ++i)
{
var l = psdLayers[i];
if (l.gameObject == null || l.gameObject.GetComponent<SpriteRenderer>() == null)
continue;
var p = l.gameObject.transform.localPosition;
p -= documentPivot;
l.gameObject.transform.localPosition = p;
}
for (int i = 0; i < boneGOs.Length; ++i)
{
if (boneGOs[i].go.transform.parent != root.transform)
continue;
var p = boneGOs[i].go.transform.position;
p -= documentPivot;
boneGOs[i].go.transform.position = p;
}
}
return root;
}
Bounds? GetBoundingBox(GameObject root)
{
Bounds? prefabBounds1 = null;
var sr = root.GetComponent<SpriteRenderer>();
if (sr != null)
{
prefabBounds1 = sr.bounds;
}
for (int i = 0; i < root.transform.childCount; ++i)
{
var b = GetBoundingBox(root.transform.GetChild(i).gameObject);
if (prefabBounds1 == null)
prefabBounds1 = b;
else
{
if (b.HasValue)
{
var bb = prefabBounds1.Value;
bb.Encapsulate(b.Value);
prefabBounds1 = bb;
}
}
}
return prefabBounds1;
}
bool CleanUpGameobjectsWithOutRig(GameObject root)
{
var sr = root.GetComponent<SpriteRenderer>();
var canDelete = true;
if (sr != null && sr.sprite != null)
{
try
{
var bones = GetDataProvider<ISpriteBoneDataProvider>().GetBones(sr.sprite.GetSpriteID());
canDelete = bones == null || bones.Count == 0;
}
catch (Exception e)
{
Debug.LogError(e);
}
}
List<GameObject> cleanup = new List<GameObject>();
for (int i = 0; i < root.transform.childCount; ++i)
{
var go = root.transform.GetChild(i);
if (CleanUpGameobjectsWithOutRig(go.gameObject))
cleanup.Add(go.gameObject);
}
for (int i = 0; i < cleanup.Count; ++i)
GameObject.DestroyImmediate(cleanup[i]);
cleanup.Clear();
if (root.transform.childCount == 0 && canDelete)
return true;
return false;
}
static string SanitizeName(string name)
{
string newName = null;
// We can't create asset name with these name.
if ((name.Length == 2 && name[0] == '.' && name[1] == '.')
|| (name.Length == 1 && name[0] == '.')
|| (name.Length == 1 && name[0] == '/'))
newName += name + "_";
if (!string.IsNullOrEmpty(newName))
{
Debug.LogWarning(string.Format("File contains layer with invalid name for generating asset. {0} is renamed to {1}", name, newName));
return newName;
}
return name;
}
static string GetUniqueName(string name, List<int> stringHash, bool logNewNameGenerated = false, UnityEngine.Object context = null)
{
string uniqueName = string.Copy(SanitizeName(name));
int index = 1;
while (true)
{
int hash = uniqueName.GetHashCode();
var p = stringHash.Where(x => x == hash);
if (!p.Any())
{
stringHash.Add(hash);
if (logNewNameGenerated && name != uniqueName)
Debug.Log(string.Format("Asset name {0} is changed to {1} to ensure uniqueness", name, uniqueName), context);
return uniqueName;
}
uniqueName = string.Format("{0}_{1}", name, index);
++index;
}
}
// ISpriteEditorDataProvider interface
internal SpriteImportMode spriteImportMode
{
get
{
return m_TextureImporterSettings.textureType != TextureImporterType.Sprite ?
SpriteImportMode.None :
(SpriteImportMode)m_TextureImporterSettings.spriteMode;
}
}
SpriteImportMode ISpriteEditorDataProvider.spriteImportMode => spriteImportMode;
internal int spriteDataCount
{
get
{
var spriteImportData = GetSpriteImportData();
if (mosaicMode)
return spriteImportData.Count;
if (spriteImportMode != SpriteImportMode.Multiple)
return 1;
return spriteImportData.Count - 1;
}
}
internal UnityEngine.Object targetObject
{
get { return this; }
}
UnityEngine.Object ISpriteEditorDataProvider.targetObject => targetObject;
internal float pixelsPerUnit
{
get { return m_TextureImporterSettings.spritePixelsPerUnit; }
}
float ISpriteEditorDataProvider.pixelsPerUnit =>pixelsPerUnit;
internal T GetDataProvider<T>() where T : class
{
if (typeof(T) == typeof(ISpriteBoneDataProvider))
{
return new SpriteBoneDataProvider { dataProvider = this } as T;
}
if (typeof(T) == typeof(ISpriteMeshDataProvider))
{
return new SpriteMeshDataProvider { dataProvider = this } as T;
}
if (typeof(T) == typeof(ISpriteOutlineDataProvider))
{
return new SpriteOutlineDataProvider { dataProvider = this } as T;
}
if (typeof(T) == typeof(ISpritePhysicsOutlineDataProvider))
{
return new SpritePhysicsOutlineProvider { dataProvider = this } as T;
}
if (typeof(T) == typeof(ITextureDataProvider))
{
return new TextureDataProvider { dataProvider = this } as T;
}
if (typeof(T) == typeof(ICharacterDataProvider))
{
return characterMode ? new CharacterDataProvider { dataProvider = this } as T : null;
}
if (typeof(T) == typeof(ISpriteLibDataProvider))
{
return new SpriteLibraryDataProvider() { dataProvider = this } as T;
}
if (typeof(T) == typeof(ISecondaryTextureDataProvider))
{
return new SecondaryTextureDataProvider() { dataProvider = this } as T;
}
else
return this as T;
}
T ISpriteEditorDataProvider.GetDataProvider<T>()
{
return GetDataProvider<T>();
}
internal bool HasDataProvider(Type type)
{
if (characterMode && type == typeof(ICharacterDataProvider))
return true;
if (type == typeof(ISpriteBoneDataProvider) ||
type == typeof(ISpriteMeshDataProvider) ||
type == typeof(ISpriteOutlineDataProvider) ||
type == typeof(ISpritePhysicsOutlineDataProvider) ||
type == typeof(ITextureDataProvider) ||
type == typeof(ISpriteLibDataProvider) ||
type == typeof(ISecondaryTextureDataProvider))
{
return true;
}
else
return type.IsAssignableFrom(GetType());
}
bool ISpriteEditorDataProvider.HasDataProvider(Type type)
{
return HasDataProvider(type);
}
internal void AddSpriteData(SpriteRect spriteRect)
{
if (spriteImportMode != SpriteImportMode.Multiple)
Debug.LogWarning("Can only add sprite data when import mode is multiple");
else
{
GetSpriteImportData().Add(new SpriteMetaData(spriteRect));
}
}
internal void DeleteSpriteData(SpriteRect spriteRect)
{
if (spriteImportMode != SpriteImportMode.Multiple)
Debug.LogWarning("Can only add sprite data when import mode is multiple");
else
{
var spriteImportData = GetSpriteImportData();
int index = spriteImportData.FindIndex(x => x.spriteID == spriteRect.spriteID);
Assert.AreEqual(0, index, "Cannot delete Sprite from single sprite mode");
spriteImportData.RemoveAt(index);
}
}
internal int GetSpriteDataIndex(GUID guid)
{
switch (spriteImportMode)
{
case SpriteImportMode.Single:
case SpriteImportMode.Polygon:
return 0;
case SpriteImportMode.Multiple:
{
var spriteImportData = GetSpriteImportData();
return spriteImportData.FindIndex(x => x.spriteID == guid);
}
default:
throw new InvalidOperationException("GUID not found");
}
}
internal void Apply()
{
// Do this so that asset change save dialog will not show
var originalValue = EditorPrefs.GetBool("VerifySavingAssets", false);
EditorPrefs.SetBool("VerifySavingAssets", false);
AssetDatabase.ForceReserializeAssets(new string[] { assetPath }, ForceReserializeAssetsOptions.ReserializeMetadata);
EditorPrefs.SetBool("VerifySavingAssets", originalValue);
}
void ISpriteEditorDataProvider.Apply()
{
Apply();
}
internal void InitSpriteEditorDataProvider() {}
void ISpriteEditorDataProvider.InitSpriteEditorDataProvider()
{
InitSpriteEditorDataProvider();
}
internal SpriteRect[] GetSpriteRects()
{
var spriteImportData = GetSpriteImportData();
var skip = mosaicMode ? 0 : 1;
return spriteImportMode == SpriteImportMode.Multiple ? spriteImportData.Skip(skip).Select(x => new SpriteMetaData(x) as SpriteRect).ToArray() : new[] {new SpriteMetaData(spriteImportData[0]) };
}
SpriteRect[] ISpriteEditorDataProvider.GetSpriteRects()
{
return GetSpriteRects();
}
List<SpriteMetaData> GetSpriteImportData()
{
return mosaicMode ? (characterMode ? m_RigSpriteImportData : m_MosaicSpriteImportData) : m_SpriteImportData;
}
internal List<PSDLayer> GetPSDLayers()
{
return mosaicMode ? (characterMode ? m_RigPSDLayers : m_MosaicPSDLayers) : null;
}
internal SpriteMetaData[] GetSpriteMetaData()
{
var spriteImportData = GetSpriteImportData();
var skip = mosaicMode ? 0 : 1;
return spriteImportMode == SpriteImportMode.Multiple ? spriteImportData.Skip(skip).ToArray() : new[] { new SpriteMetaData(spriteImportData[0]) };
}
internal SpriteRect GetSpriteData(GUID guid)
{
var spriteImportData = GetSpriteImportData();
var skip = mosaicMode ? 0 : 1;
return spriteImportMode == SpriteImportMode.Multiple ? spriteImportData.Skip(skip).FirstOrDefault(x => x.spriteID == guid) : spriteImportData[0];
}
internal void SetSpriteRects(SpriteRect[] spriteRects)
{
var spriteImportData = GetSpriteImportData();
if (spriteImportMode == SpriteImportMode.Multiple)
{
var singleSpriteID = mosaicMode ? new GUID() : spriteImportData[0].spriteID;
spriteImportData.RemoveAll(data => data.spriteID != singleSpriteID && spriteRects.FirstOrDefault(x => x.spriteID == data.spriteID) == null);
foreach (var sr in spriteRects)
{
var importData = spriteImportData.FirstOrDefault(x => x.spriteID == sr.spriteID);
if (importData == null)
spriteImportData.Add(new SpriteMetaData(sr));
else
{
importData.name = sr.name;
importData.alignment = sr.alignment;
importData.border = sr.border;
importData.pivot = sr.pivot;
importData.rect = sr.rect;
}
}
}
else if (spriteRects.Length == 1 && (spriteImportMode == SpriteImportMode.Single || spriteImportMode == SpriteImportMode.Polygon))
{
if (spriteImportData[0].spriteID == spriteRects[0].spriteID)
{
spriteImportData[0].name = spriteRects[0].name;
spriteImportData[0].alignment = spriteRects[0].alignment;
m_TextureImporterSettings.spriteAlignment = (int)spriteRects[0].alignment;
m_TextureImporterSettings.spriteBorder = spriteImportData[0].border = spriteRects[0].border;
m_TextureImporterSettings.spritePivot = spriteImportData[0].pivot = spriteRects[0].pivot;
spriteImportData[0].rect = spriteRects[0].rect;
}
else
{
spriteImportData[0] = new SpriteMetaData(spriteRects[0]);
}
}
}
void ISpriteEditorDataProvider.SetSpriteRects(SpriteRect[] spriteRects)
{
SetSpriteRects(spriteRects);
}
bool mosaicMode
{
get { return spriteImportMode == SpriteImportMode.Multiple && m_MosaicLayers; }
}
internal CharacterData characterData
{
get { return m_CharacterData; }
set { m_CharacterData = value; }
}
internal Vector2Int documentSize
{
get { return m_DocumentSize; }
}
SpriteLibraryAsset ProduceSpriteLibAsset(Sprite[] sprites)
{
if (!characterMode || m_SpriteCategoryList.categories == null)
return null;
var sla = ScriptableObject.CreateInstance<SpriteLibraryAsset>();
sla.name = "Sprite Lib";
sla.categories = m_SpriteCategoryList.categories.Select(x =>
new SpriteLibCategory()
{
name = x.name,
categoryList = x.labels.Select(y =>
{
var sprite = sprites.FirstOrDefault(z => z.GetSpriteID().ToString() == y.spriteId);
return new Categorylabel()
{
name = y.name,
sprite = sprite
};
}).ToList()
}).ToList();
sla.categories.RemoveAll(x => x.categoryList.Count == 0);
if (sla.categories.Count > 0)
{
sla.UpdateHashes();
return sla;
}
return null;
}
internal SecondarySpriteTexture[] secondaryTextures
{
get { return m_SecondarySpriteTextures; }
set { m_SecondarySpriteTextures = value; }
}
}
}