ImportArtResTool.cs 9.8 KB

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  1. using UnityEditor;
  2. using UnityEngine;
  3. using System.IO;
  4. using System;
  5. using System.Collections.Generic;
  6. using GFGGame;
  7. namespace GFGEditor
  8. {
  9. public class ImportArtResTool
  10. {
  11. public static string ResRootDirName = "正式资源";
  12. //public static string ResRootDirName = "正式资源-demo1";
  13. public static string ResRootPath { get { return $"../../../gfg/{ResRootDirName}/"; } }
  14. public static string ragule = @"^[0-9a-zA-Z_]{1,}$";
  15. public static string Md5FilePath = "Assets/MD5";
  16. private static string[] FieldGuideIconSrcPaths { get { return new string[] { ResRootPath + "图鉴/" }; } }
  17. public static string FieldGuideIconTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/FieldGuide/Icon/";
  18. public static string FieldGuideIconMd5FileSaveName = "FieldGuideIconMd5";
  19. private static string[] MusicSrcPaths { get { return new string[] { ResRootPath + "music/" }; } }
  20. public static string MusicTargetPath = $"{ResPathUtil.MUSIC_DIR_PATH}/";
  21. public static string MusicMd5FileSaveName = "MusicMd5";
  22. private static string[] ItemIconSrcPaths { get { return new string[] { ResRootPath + "icon/" }; } }
  23. public static string ItemIconTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Icon/";
  24. public static string IconMd5FileSaveName = "IconMd5";
  25. private static string[] DressUpSrcPaths { get { return new string[] { ResRootPath + "suit/" }; } }
  26. public static string DressUpTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/DressUp/";
  27. public static string DressUpMd5FileSaveName = "DressUpMd5";
  28. private static string[] NpcHeadSrcPaths { get { return new string[] { ResRootPath + "npc/对战头像/" }; } }
  29. public static string NpcHeadTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Npc/Head/";
  30. public static string HeadMd5FileSaveName = "HeadMd5";
  31. private static string[] NpcPicSrcPaths { get { return new string[] { ResRootPath + "npc/对战立绘/" }; } }
  32. public static string NpcPicTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Npc/PicF/";
  33. public static string PicFMd5FileSaveName = "PicFMd5";
  34. private static string[] NpcPicSSrcPaths { get { return new string[] { ResRootPath + "npc/对话立绘/" }; } }
  35. public static string NpcPicSTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Npc/PicS/";
  36. public static string PicSMd5FileSaveName = "PicSMd5";
  37. private static string[] BgSrcPaths { get { return new string[] { ResRootPath + "scene/" }; } }
  38. public static string BgTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/DressUp/";
  39. public static string BgMd5FileSaveName = "BgMd5";
  40. private static string[] CardBgSrcPaths { get { return new string[] { ResRootPath + "卡牌/pic/" }; } }
  41. public static string CardBgTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Card/Bg/";
  42. public static string CardBgMd5FileSaveName = "CardBgMd5";
  43. private static string[] CardIconSrcPaths { get { return new string[] { ResRootPath + "卡牌/icon/" }; } }
  44. public static string CardIconTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Card/Card/";
  45. public static string CardMd5FileSaveName = "CardMd5";
  46. public static string[] DressUpAnimationSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.ANIMATION_DIR_PATH}/" }; } }
  47. public static string DressUpAnimationTargetPath = $"{ResPathUtil.ANIMATION_DIR_PATH}/";
  48. public static string[] EffectSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.EFFECT_DIR_PATH}/" }; } }
  49. public static string EffectTargetPath = $"{ResPathUtil.EFFECT_DIR_PATH}/";
  50. public static string[] MaterialSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.Material_DIR_PATH}/" }; } }
  51. public static string MaterialTargetPath = $"{ResPathUtil.Material_DIR_PATH}/";
  52. public static string[] TextureSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.Texture_DIR_PATH}/" }; } }
  53. public static string TextureTargetPath = $"{ResPathUtil.Texture_DIR_PATH}/";
  54. public static void Import()
  55. {
  56. //音乐
  57. EditorUtility.DisplayProgressBar("进度", "正在导入音乐", 1);
  58. ImportRes(MusicSrcPaths, MusicTargetPath, MusicMd5FileSaveName);
  59. //图鉴图标
  60. EditorUtility.DisplayProgressBar("进度", "正在导入图鉴图标", 1);
  61. ImportRes(FieldGuideIconSrcPaths, FieldGuideIconTargetPath, FieldGuideIconMd5FileSaveName);
  62. //物品图标
  63. EditorUtility.DisplayProgressBar("进度", "正在导入物品图标", 1);
  64. ImportRes(ItemIconSrcPaths, ItemIconTargetPath, IconMd5FileSaveName);
  65. // 换装部件
  66. EditorUtility.DisplayProgressBar("进度", "正在裁减换装部件", 1);
  67. ImportClipImage();
  68. //NPC头像
  69. EditorUtility.DisplayProgressBar("进度", "正在导入NPC头像", 1);
  70. ImportRes(NpcHeadSrcPaths, NpcHeadTargetPath, HeadMd5FileSaveName);
  71. //背景
  72. EditorUtility.DisplayProgressBar("进度", "正在导入背景图", 1);
  73. ImportRes(BgSrcPaths, BgTargetPath, BgMd5FileSaveName);
  74. //卡牌背景
  75. EditorUtility.DisplayProgressBar("进度", "正在导入卡牌背景", 1);
  76. ImportRes(CardBgSrcPaths, CardBgTargetPath, CardBgMd5FileSaveName);
  77. //卡牌icon
  78. EditorUtility.DisplayProgressBar("进度", "正在导入卡牌图标", 1);
  79. ImportRes(CardIconSrcPaths, CardIconTargetPath, CardMd5FileSaveName);
  80. //动画
  81. EditorUtility.DisplayProgressBar("进度", "正在导入动作动画", 1);
  82. ImportFileAndDir(DressUpAnimationSrcPaths, DressUpAnimationTargetPath, new string[] { ".moc3" });
  83. //特效
  84. EditorUtility.DisplayProgressBar("进度", "正在导入特效动画", 1);
  85. ImportFileAndDir(EffectSrcPaths, EffectTargetPath);
  86. //材质
  87. EditorUtility.DisplayProgressBar("进度", "正在导入特效材质", 1);
  88. ImportFileAndDir(MaterialSrcPaths, MaterialTargetPath);
  89. //图片
  90. EditorUtility.DisplayProgressBar("进度", "正在导入特效图片", 1);
  91. ImportFileAndDir(TextureSrcPaths, TextureTargetPath);
  92. //NPC对话立绘
  93. EditorUtility.DisplayProgressBar("进度", "正在导入NPC对话立绘", 1);
  94. List<string> files = ImportRes(NpcPicSSrcPaths, NpcPicSTargetPath, PicSMd5FileSaveName);
  95. //NPC对战立绘
  96. EditorUtility.DisplayProgressBar("进度", "正在导入NPC对战立绘", 1);
  97. files = ImportRes(NpcPicSrcPaths, NpcPicTargetPath, PicFMd5FileSaveName);
  98. if (files != null && files.Count > 0)
  99. {
  100. EditorUtility.DisplayDialog("提示", "有NPC立绘更新,需要设置坐标原点!", "OK", "");
  101. }
  102. EditorUtility.ClearProgressBar();
  103. AssetDatabase.Refresh();
  104. Debug.LogWarning("导入美术资源成功!");
  105. }
  106. public static List<string> ImportRes(string[] sourceDirs, string targetDir, string saveName)
  107. {
  108. List<string> files = null;
  109. if (!Directory.Exists(targetDir))
  110. {
  111. Directory.CreateDirectory(targetDir);
  112. }
  113. foreach (string dir in sourceDirs)
  114. {
  115. files = FileUtil.CopyFilesTo(dir, targetDir, saveName, new string[] { ".png", ".jpg", ".mp3" }, ragule);
  116. foreach (var file in files)
  117. {
  118. Debug.LogFormat("更新{0}", file);
  119. }
  120. }
  121. return files;
  122. }
  123. public static void ImportClipImage()
  124. {
  125. ImportClip(DressUpSrcPaths, DressUpTargetPath);
  126. }
  127. public static void ImportClip(string[] sourceDirs, string targetDir)
  128. {
  129. //换装部件
  130. if (!Directory.Exists(targetDir))
  131. {
  132. Directory.CreateDirectory(targetDir);
  133. }
  134. Dictionary<string, string> sourceImageMD5 = new Dictionary<string, string>();
  135. sourceImageMD5 = ImagesClip.ReadSourceImagesMD5(DressUpMd5FileSaveName);
  136. foreach (string dir in sourceDirs)
  137. {
  138. GFGEditor.FileUtil.ForeachFileInDir(dir, null, (string file) =>
  139. {
  140. string fileName = Path.GetFileName(file);
  141. if (fileName == "saveMD5" || !FileUtil.CheckStringByRegular(fileName, ragule))
  142. {
  143. return;
  144. }
  145. if (!File.Exists(targetDir + fileName) || !sourceImageMD5.ContainsKey(file) || sourceImageMD5[file] != FileUtil.md5file(file))
  146. {
  147. sourceImageMD5[file] = FileUtil.md5file(file);
  148. ImagesClip.CutImageWhitePart(file, targetDir, fileName);
  149. }
  150. });
  151. }
  152. ImagesClip.WriteSourceImagesMD5(sourceImageMD5, DressUpMd5FileSaveName);
  153. AssetDatabase.Refresh();
  154. }
  155. public static List<string> ImportFileAndDir(string[] sourceDirs, string targetDir, string[] excludeExtentions = null)
  156. {
  157. List<string> files = null;
  158. if (!Directory.Exists(targetDir))
  159. {
  160. Directory.CreateDirectory(targetDir);
  161. }
  162. foreach (string dir in sourceDirs)
  163. {
  164. files = FileUtil.CopyDirsAndFilesInSubDirTo(dir, targetDir, excludeExtentions, ragule);
  165. foreach (var file in files)
  166. {
  167. Debug.LogFormat("更新{0}", file);
  168. }
  169. }
  170. return files;
  171. }
  172. }
  173. }