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

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2022-09-13 05:36:34 +00:00
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.U2D.Sprites;
using UnityEngine;
using UnityEngine.U2D;
namespace UnityEditor.U2D.PSD
{
[Serializable]
internal class SpriteMetaData : SpriteRect
{
public List<SpriteBone> spriteBone;
public List<SpriteOutline> spriteOutline;
public List<Vertex2DMetaData> vertices;
public List<SpriteOutline> spritePhysicsOutline;
public int[] indices;
public Vector2Int[] edges;
public float tessellationDetail;
public int parentGroupIndex = -1;
public Vector2Int uvTransform = Vector2Int.zero;
public SpriteMetaData() {}
public SpriteMetaData(SpriteRect sr)
{
alignment = sr.alignment;
border = sr.border;
name = sr.name;
pivot = GetPivotValue(sr.alignment, sr.pivot);
rect = sr.rect;
spriteID = sr.spriteID;
}
public static GUID GetGUIDFromSerializedProperty(SerializedProperty sp)
{
return new GUID(sp.FindPropertyRelative("m_SpriteID").stringValue);
}
public static Vector2 GetPivotValue(SpriteAlignment alignment, Vector2 customOffset)
{
switch (alignment)
{
case SpriteAlignment.BottomLeft:
return new Vector2(0f, 0f);
case SpriteAlignment.BottomCenter:
return new Vector2(0.5f, 0f);
case SpriteAlignment.BottomRight:
return new Vector2(1f, 0f);
case SpriteAlignment.LeftCenter:
return new Vector2(0f, 0.5f);
case SpriteAlignment.Center:
return new Vector2(0.5f, 0.5f);
case SpriteAlignment.RightCenter:
return new Vector2(1f, 0.5f);
case SpriteAlignment.TopLeft:
return new Vector2(0f, 1f);
case SpriteAlignment.TopCenter:
return new Vector2(0.5f, 1f);
case SpriteAlignment.TopRight:
return new Vector2(1f, 1f);
case SpriteAlignment.Custom:
return customOffset;
}
return Vector2.zero;
}
public static implicit operator UnityEditor.Experimental.AssetImporters.SpriteImportData(SpriteMetaData value)
{
var output = new UnityEditor.Experimental.AssetImporters.SpriteImportData();
output.name = value.name;
output.alignment = value.alignment;
output.rect = value.rect;
output.border = value.border;
output.pivot = value.pivot;
output.tessellationDetail = value.tessellationDetail;
output.spriteID = value.spriteID.ToString();
if (value.spriteOutline != null)
output.outline = value.spriteOutline.Select(x => x.outline).ToList();
return output;
}
}
[Serializable]
internal class SpriteOutline
{
[SerializeField]
public Vector2[] outline;
}
}