ImportArtResTool.cs 18 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 ResRootDirNameDressUp = "正式资源";
  13. public static string ResRootPath { get { return $"../../../gfg/{ResRootDirName}/"; } }
  14. public static string ResRootPathDressUp { get { return $"../../../gfg/{ResRootDirNameDressUp}/"; } }
  15. public static string ragule = @"^[0-9a-zA-Z_.]{1,}$";
  16. public static string Md5FilePath = $"{ResPathUtil.RES_ROOT_DIR_PATH}/MD5";
  17. private static string[] FieldGuideIconSrcPaths { get { return new string[] { ResRootPath + "图鉴/套装图鉴" }; } }
  18. public static string FieldGuideIconTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/FieldGuide/SuitIcon/";
  19. public static string FieldGuideIconMd5FileSaveName = "FieldGuideIconMd5";
  20. private static string[] ChapterGuideIconSrcPaths { get { return new string[] { ResRootPath + "图鉴/博物图鉴" }; } }
  21. public static string ChapterGuideIconTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/FieldGuide/ChapterIcon/";
  22. public static string ChapterGuideIconMd5FileSaveName = "ChapterGuideIconMd5";
  23. private static string[] MusicSrcPaths { get { return new string[] { ResRootPath + "music/" }; } }
  24. public static string MusicTargetPath = $"{ResPathUtil.MUSIC_DIR_PATH}/";
  25. public static string MusicMd5FileSaveName = "MusicMd5";
  26. private static string[] VoiceSrcPaths { get { return new string[] { ResRootPath + "voice/" }; } }
  27. public static string VoiceTargetPath = $"{ResPathUtil.Voice_DIR_PATH}/";
  28. public static string VoiceMd5FileSaveName = "VoiceMd5";
  29. private static string[] CardMusicSrcPaths { get { return new string[] { ResRootPath + "cardMusic/Card/" }; } }
  30. public static string CardMusicTargetPath = $"{ResPathUtil.SOUND_DIR_PATH}/Card/";
  31. public static string CardMusicMd5FileSaveName = "CardMusicMd5";
  32. private static string[] ItemIconSrcPaths { get { return new string[] { ResRootPath + "icon/" }; } }
  33. public static string ItemIconTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Icon/";
  34. public static string IconMd5FileSaveName = "IconMd5";
  35. private static string[] DressUpSrcPaths { get { return new string[] { ResRootPathDressUp + "suit/" }; } }
  36. public static string DressUpTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/DressUp/";
  37. public static string DressUpMd5FileSaveName = "DressUpMd5";
  38. private static string[] NpcHeadSrcPaths { get { return new string[] { ResRootPath + "npc/对战头像/" }; } }
  39. public static string NpcHeadTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Npc/Head/";
  40. public static string NPCHeadMd5FileSaveName = "NpcHeadMd5";
  41. private static string[] NpcPicSrcPaths { get { return new string[] { ResRootPath + "npc/对战立绘/" }; } }
  42. public static string NpcPicTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Npc/PicF/";
  43. public static string PicFMd5FileSaveName = "PicFMd5";
  44. private static string[] NpcPicSSrcPaths { get { return new string[] { ResRootPath + "npc/对话立绘/" }; } }
  45. public static string NpcPicSTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Npc/PicS/";
  46. public static string PicSMd5FileSaveName = "PicSMd5";
  47. public static string[] BgSrcPaths { get { return new string[] { ResRootPath + "scene/" }; } }
  48. public static string BgTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/SceneBg/";
  49. public static string BgMd5FileSaveName = "BgMd5";
  50. private static string[] CardBgSrcPaths { get { return new string[] { ResRootPath + "卡牌/pic/" }; } }
  51. public static string CardBgTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Card/Bg/";
  52. public static string CardBgMd5FileSaveName = "CardBgMd5";
  53. private static string[] CardIconSrcPaths { get { return new string[] { ResRootPath + "卡牌/icon/" }; } }
  54. public static string CardIconTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Card/Card/";
  55. public static string CardMd5FileSaveName = "CardMd5";
  56. private static string[] CardSkillSrcPaths { get { return new string[] { ResRootPath + "卡牌/skill/" }; } }
  57. public static string CardSkillTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Card/Skill/";
  58. public static string CardSkillMd5FileSaveName = "CardSkillMd5";
  59. private static string[] ActivitySrcPaths { get { return new string[] { ResRootPath + "activity/activity/" }; } }
  60. public static string ActivityTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Activity/Activity/";
  61. public static string ActivityMd5FileSaveName = "ActivityMd5";
  62. private static string[] ActivityShow1SrcPaths { get { return new string[] { ResRootPath + "activity/show1/" }; } }
  63. public static string ActivityShow1TargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Activity/Show1/";
  64. public static string ActivityShow1Md5FileSaveName = "ActivityShow1Md5";
  65. private static string[] PhotoGraphBorderPaths { get { return new string[] { ResRootPath + "边框/" }; } }
  66. public static string PhotoGraphBorderTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Photograph/border/";
  67. public static string PhotoGraphBorderMd5FileSaveName = "PhotoGraphBorderMd5";
  68. private static string[] UIBgSrcPaths { get { return new string[] { ResRootPath + "UI背景/" }; } }
  69. public static string UIBgTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/BgImg/";
  70. public static string UIBgMd5FileSaveName = "UIBgMd5";
  71. private static string[] ActivityShow2SrcPaths { get { return new string[] { ResRootPath + "activity/show2/" }; } }
  72. public static string ActivityShow2TargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Activity/Show2/";
  73. public static string ActivityShow2Md5FileSaveName = "ActivityShow2Md5";
  74. public static string[] DressUpAnimationSrcPaths { get { return new string[] { ResRootPathDressUp + $"ArtProject/{ResPathUtil.ANIMATION_DIR_PATH}/" }; } }
  75. public static string DressUpAnimationTargetPath = $"{ResPathUtil.ANIMATION_DIR_PATH}/";
  76. public static string[] EffectSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.EFFECT_DIR_PATH}/" }; } }
  77. public static string EffectTargetPath = $"{ResPathUtil.EFFECT_DIR_PATH}/";
  78. public static string[] MaterialSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.Material_DIR_PATH}/Effect/" }; } }
  79. public static string MaterialTargetPath = $"{ResPathUtil.Material_DIR_PATH}/Effect/";
  80. public static string EffectMaterialMd5FileSaveName = "EffectMaterialMd5";
  81. public static string[] ShaderSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.Shader_DIR_PATH}/" }; } }
  82. public static string ShaderTargetPath = $"{ResPathUtil.Shader_DIR_PATH}/";
  83. public static string ShaderMd5FileSaveName = "ShaderMd5";
  84. public static string[] ModelSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.Model_DIR_PATH}/" }; } }
  85. public static string ModelTargetPath = $"{ResPathUtil.Model_DIR_PATH}/";
  86. public static string ModelMd5FileSaveName = "ModelMd5";
  87. public static string[] TextureSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.TEXTURE_DIR_PATH}/Effect/" }; } }
  88. public static string TextureTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Effect/";
  89. public static string EffectTextureMd5FileSaveName = "EffectTextureMd5";
  90. private static string[] TravelBgPaths { get { return new string[] { ResRootPath + "千山万水/背景/" }; } }
  91. public static string TravelBgTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Travel/Bg/";
  92. public static string TravelBgMd5FileSaveName = "TravelBgMd5";
  93. private static string[] TravelRolePaths { get { return new string[] { ResRootPath + "千山万水/角色/" }; } }
  94. public static string TravelRoleTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Travel/Role/";
  95. public static string TravelRoleMd5FileSaveName = "TravelRoleMd5";
  96. private static string[] HeadPaths { get { return new string[] { ResRootPath + "头像/头像/" }; } }
  97. public static string HeadTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Head/Head/";
  98. public static string HeadMd5FileSaveName = "HeadMd5";
  99. private static string[] HeadBorderPaths { get { return new string[] { ResRootPath + "头像/头像框/" }; } }
  100. public static string HeadBorderTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Head/HeadBorder/";
  101. public static string HeadBorderMd5FileSaveName = "HeadBorderMd5";
  102. private static string[] LeagueIconPaths { get { return new string[] { ResRootPath + "联盟徽章/" }; } }
  103. public static string LeagueIconTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/LeagueIcon/";
  104. public static string LeagueIconMd5FileSaveName = "LeagueIconMd5";
  105. public static void Import()
  106. {
  107. var md5Path = ImportArtResTool.Md5FilePath;
  108. if (!Directory.Exists(md5Path))
  109. {
  110. Directory.CreateDirectory(md5Path);
  111. }
  112. //音乐
  113. EditorUtility.DisplayProgressBar("进度", "正在导入音乐", 1);
  114. ImportRes(MusicSrcPaths, MusicTargetPath, MusicMd5FileSaveName);
  115. //语音
  116. EditorUtility.DisplayProgressBar("进度", "正在导入语音", 1);
  117. ImportRes(VoiceSrcPaths, VoiceTargetPath, VoiceMd5FileSaveName);
  118. //词牌音乐
  119. EditorUtility.DisplayProgressBar("进度", "正在导入词牌音乐", 1);
  120. ImportRes(CardMusicSrcPaths, CardMusicTargetPath, CardMusicMd5FileSaveName);
  121. //套装图鉴图标
  122. EditorUtility.DisplayProgressBar("进度", "正在导入图鉴图标", 1);
  123. ImportRes(FieldGuideIconSrcPaths, FieldGuideIconTargetPath, FieldGuideIconMd5FileSaveName);
  124. //博物图鉴图标
  125. EditorUtility.DisplayProgressBar("进度", "正在导入博物图鉴图标", 1);
  126. ImportRes(ChapterGuideIconSrcPaths, ChapterGuideIconTargetPath, ChapterGuideIconMd5FileSaveName);
  127. //物品图标
  128. EditorUtility.DisplayProgressBar("进度", "正在导入物品图标", 1);
  129. ImportRes(ItemIconSrcPaths, ItemIconTargetPath, IconMd5FileSaveName);
  130. // 换装部件
  131. EditorUtility.DisplayProgressBar("进度", "正在裁减换装部件", 1);
  132. ImportClipImage();
  133. //NPC头像
  134. EditorUtility.DisplayProgressBar("进度", "正在导入NPC头像", 1);
  135. ImportRes(NpcHeadSrcPaths, NpcHeadTargetPath, NPCHeadMd5FileSaveName);
  136. //背景
  137. EditorUtility.DisplayProgressBar("进度", "正在导入背景图", 1);
  138. ImportRes(BgSrcPaths, BgTargetPath, BgMd5FileSaveName);
  139. //词牌背景
  140. EditorUtility.DisplayProgressBar("进度", "正在导入词牌背景", 1);
  141. ImportRes(CardBgSrcPaths, CardBgTargetPath, CardBgMd5FileSaveName);
  142. //词牌icon
  143. EditorUtility.DisplayProgressBar("进度", "正在导入词牌图标", 1);
  144. ImportRes(CardIconSrcPaths, CardIconTargetPath, CardMd5FileSaveName);
  145. //词牌技能图标
  146. EditorUtility.DisplayProgressBar("进度", "正在导入词牌技能图标", 1);
  147. ImportRes(CardSkillSrcPaths, CardSkillTargetPath, CardSkillMd5FileSaveName);
  148. //活动宣传图
  149. EditorUtility.DisplayProgressBar("进度", "正在导入活动宣传图", 1);
  150. ImportRes(ActivitySrcPaths, ActivityTargetPath, ActivityMd5FileSaveName);
  151. //活动展示图1
  152. EditorUtility.DisplayProgressBar("进度", "正在导入活动展示图1", 1);
  153. ImportRes(ActivityShow1SrcPaths, ActivityShow1TargetPath, ActivityShow1Md5FileSaveName);
  154. //活动展示图2
  155. EditorUtility.DisplayProgressBar("进度", "正在导入活动展示图2", 1);
  156. ImportRes(ActivityShow2SrcPaths, ActivityShow2TargetPath, ActivityShow2Md5FileSaveName);
  157. //拍照边框
  158. EditorUtility.DisplayProgressBar("进度", "正在导入词牌图标", 1);
  159. ImportRes(PhotoGraphBorderPaths, PhotoGraphBorderTargetPath, PhotoGraphBorderMd5FileSaveName);
  160. //UI背景
  161. EditorUtility.DisplayProgressBar("进度", "正在导入UI背景", 1);
  162. ImportRes(UIBgSrcPaths, UIBgTargetPath, UIBgMd5FileSaveName);
  163. EditorUtility.DisplayProgressBar("进度", "正在导入千山万水背景", 1);
  164. ImportRes(TravelBgPaths, TravelBgTargetPath, TravelBgMd5FileSaveName);
  165. EditorUtility.DisplayProgressBar("进度", "正在导入千山万水角色资源", 1);
  166. ImportRes(TravelRolePaths, TravelRoleTargetPath, TravelRoleMd5FileSaveName);
  167. EditorUtility.DisplayProgressBar("进度", "正在导入玩家头像资源", 1);
  168. ImportRes(HeadPaths, HeadTargetPath, HeadMd5FileSaveName);
  169. EditorUtility.DisplayProgressBar("进度", "正在导入玩家头像框资源", 1);
  170. ImportRes(HeadBorderPaths, HeadBorderTargetPath, HeadBorderMd5FileSaveName);
  171. EditorUtility.DisplayProgressBar("进度", "正在导入联盟徽章资源", 1);
  172. ImportRes(LeagueIconPaths, LeagueIconTargetPath, LeagueIconMd5FileSaveName);
  173. //清除冗余动画
  174. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.DressUpAnimationTargetPath, ImportArtResTool.DressUpAnimationSrcPaths[0]);
  175. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.EffectTargetPath, ImportArtResTool.EffectSrcPaths[0]);
  176. //动画
  177. EditorUtility.DisplayProgressBar("进度", "正在导入动作动画", 1);
  178. ImportFileAndDir(DressUpAnimationSrcPaths, DressUpAnimationTargetPath, new string[] { ".moc3" });
  179. //特效
  180. EditorUtility.DisplayProgressBar("进度", "正在导入特效动画", 1);
  181. ImportFileAndDir(EffectSrcPaths, EffectTargetPath);
  182. //材质
  183. EditorUtility.DisplayProgressBar("进度", "正在导入特效材质", 1);
  184. ImportRes(MaterialSrcPaths, MaterialTargetPath, EffectMaterialMd5FileSaveName);
  185. //Shader
  186. EditorUtility.DisplayProgressBar("进度", "正在导入Shader", 1);
  187. ImportRes(ShaderSrcPaths, ShaderTargetPath, ShaderMd5FileSaveName);
  188. //model
  189. EditorUtility.DisplayProgressBar("进度", "正在导入Mhader", 1);
  190. ImportRes(ModelSrcPaths, ModelTargetPath, ModelMd5FileSaveName);
  191. //图片
  192. EditorUtility.DisplayProgressBar("进度", "正在导入特效图片", 1);
  193. ImportRes(TextureSrcPaths, TextureTargetPath, EffectTextureMd5FileSaveName);
  194. //NPC对话立绘
  195. EditorUtility.DisplayProgressBar("进度", "正在导入NPC对话立绘", 1);
  196. List<string> files = ImportRes(NpcPicSSrcPaths, NpcPicSTargetPath, PicSMd5FileSaveName);
  197. //NPC对战立绘
  198. EditorUtility.DisplayProgressBar("进度", "正在导入NPC对战立绘", 1);
  199. files = ImportRes(NpcPicSrcPaths, NpcPicTargetPath, PicFMd5FileSaveName);
  200. if (files != null && files.Count > 0)
  201. {
  202. EditorUtility.DisplayDialog("提示", "有NPC立绘更新,需要设置坐标原点!", "OK", "");
  203. }
  204. EditorUtility.ClearProgressBar();
  205. AssetDatabase.Refresh();
  206. Debug.LogWarning("导入美术资源成功!");
  207. }
  208. public static List<string> ImportRes(string[] sourceDirs, string targetDir, string saveName)
  209. {
  210. List<string> files = null;
  211. if (!Directory.Exists(targetDir))
  212. {
  213. Directory.CreateDirectory(targetDir);
  214. }
  215. foreach (string dir in sourceDirs)
  216. {
  217. files = FileUtil.CopyFilesTo(dir, targetDir, saveName, new string[] { ".png", ".jpg", ".mp3", ".wav", ".meta", ".mat", ".shader", ".tga", ".FBX"}, ragule);
  218. foreach (var file in files)
  219. {
  220. Debug.LogFormat("更新{0}", file);
  221. }
  222. }
  223. return files;
  224. }
  225. public static void ImportClipImage()
  226. {
  227. ImportClip(DressUpSrcPaths, DressUpTargetPath);
  228. }
  229. public static void ImportClip(string[] sourceDirs, string targetDir)
  230. {
  231. //换装部件
  232. if (!Directory.Exists(targetDir))
  233. {
  234. Directory.CreateDirectory(targetDir);
  235. }
  236. Dictionary<string, string> sourceImageMD5 = new Dictionary<string, string>();
  237. sourceImageMD5 = ImagesClip.ReadSourceImagesMD5(DressUpMd5FileSaveName);
  238. foreach (string dir in sourceDirs)
  239. {
  240. GFGEditor.FileUtil.ForeachFileInDir(dir, null, (string file) =>
  241. {
  242. string fileName = Path.GetFileName(file);
  243. if (fileName == "saveMD5" || !FileUtil.CheckStringByRegular(fileName, ragule))
  244. {
  245. return;
  246. }
  247. if (!File.Exists(targetDir + fileName) || !sourceImageMD5.ContainsKey(file) || sourceImageMD5[file] != FileUtil.md5file(file))
  248. {
  249. sourceImageMD5[file] = FileUtil.md5file(file);
  250. ImagesClip.CutImageWhitePart(file, targetDir, fileName);
  251. }
  252. });
  253. }
  254. ImagesClip.WriteSourceImagesMD5(sourceImageMD5, DressUpMd5FileSaveName);
  255. AssetDatabase.Refresh();
  256. }
  257. public static List<string> ImportFileAndDir(string[] sourceDirs, string targetDir, string[] excludeExtentions = null)
  258. {
  259. List<string> files = null;
  260. if (!Directory.Exists(targetDir))
  261. {
  262. Directory.CreateDirectory(targetDir);
  263. }
  264. foreach (string dir in sourceDirs)
  265. {
  266. files = FileUtil.CopyDirsAndFilesInSubDirTo(dir, targetDir, excludeExtentions, ragule);
  267. foreach (var file in files)
  268. {
  269. Debug.LogFormat("更新{0}", file);
  270. }
  271. }
  272. return files;
  273. }
  274. }
  275. }