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