ImportArtResTool.cs 10 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 = "Assets/Res/MD5";
  17. private static string[] FieldGuideIconSrcPaths { get { return new string[] { ResRootPath + "图鉴/" }; } }
  18. public static string FieldGuideIconTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/FieldGuide/Icon/";
  19. public static string FieldGuideIconMd5FileSaveName = "FieldGuideIconMd5";
  20. private static string[] MusicSrcPaths { get { return new string[] { ResRootPath + "music/" }; } }
  21. public static string MusicTargetPath = $"{ResPathUtil.MUSIC_DIR_PATH}/";
  22. public static string MusicMd5FileSaveName = "MusicMd5";
  23. private static string[] ItemIconSrcPaths { get { return new string[] { ResRootPath + "icon/" }; } }
  24. public static string ItemIconTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Icon/";
  25. public static string IconMd5FileSaveName = "IconMd5";
  26. private static string[] DressUpSrcPaths { get { return new string[] { ResRootPathDressUp + "suit/" }; } }
  27. public static string DressUpTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/DressUp/";
  28. public static string DressUpMd5FileSaveName = "DressUpMd5";
  29. private static string[] NpcHeadSrcPaths { get { return new string[] { ResRootPath + "npc/对战头像/" }; } }
  30. public static string NpcHeadTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Npc/Head/";
  31. public static string HeadMd5FileSaveName = "HeadMd5";
  32. private static string[] NpcPicSrcPaths { get { return new string[] { ResRootPath + "npc/对战立绘/" }; } }
  33. public static string NpcPicTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Npc/PicF/";
  34. public static string PicFMd5FileSaveName = "PicFMd5";
  35. private static string[] NpcPicSSrcPaths { get { return new string[] { ResRootPath + "npc/对话立绘/" }; } }
  36. public static string NpcPicSTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Npc/PicS/";
  37. public static string PicSMd5FileSaveName = "PicSMd5";
  38. private static string[] BgSrcPaths { get { return new string[] { ResRootPathDressUp + "scene/" }; } }
  39. public static string BgTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/DressUp/";
  40. public static string BgMd5FileSaveName = "BgMd5";
  41. private static string[] CardBgSrcPaths { get { return new string[] { ResRootPath + "卡牌/pic/" }; } }
  42. public static string CardBgTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Card/Bg/";
  43. public static string CardBgMd5FileSaveName = "CardBgMd5";
  44. private static string[] CardIconSrcPaths { get { return new string[] { ResRootPath + "卡牌/icon/" }; } }
  45. public static string CardIconTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Card/Card/";
  46. public static string CardMd5FileSaveName = "CardMd5";
  47. public static string[] DressUpAnimationSrcPaths { get { return new string[] { ResRootPathDressUp + $"ArtProject/{ResPathUtil.ANIMATION_DIR_PATH}/" }; } }
  48. public static string DressUpAnimationTargetPath = $"{ResPathUtil.ANIMATION_DIR_PATH}/";
  49. public static string[] EffectSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.EFFECT_DIR_PATH}/" }; } }
  50. public static string EffectTargetPath = $"{ResPathUtil.EFFECT_DIR_PATH}/";
  51. public static string[] MaterialSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.Material_DIR_PATH}/Effect/" }; } }
  52. public static string MaterialTargetPath = $"{ResPathUtil.Material_DIR_PATH}/Effect/";
  53. public static string EffectMaterialMd5FileSaveName = "EffectMaterialMd5";
  54. public static string[] TextureSrcPaths { get { return new string[] { ResRootPath + $"ArtProject/{ResPathUtil.Texture_DIR_PATH}/Effect/" }; } }
  55. public static string TextureTargetPath = $"{ResPathUtil.Texture_DIR_PATH}/Effect/";
  56. public static string EffectTextureMd5FileSaveName = "EffectTextureMd5";
  57. public static void Import()
  58. {
  59. //音乐
  60. EditorUtility.DisplayProgressBar("进度", "正在导入音乐", 1);
  61. ImportRes(MusicSrcPaths, MusicTargetPath, MusicMd5FileSaveName);
  62. //图鉴图标
  63. EditorUtility.DisplayProgressBar("进度", "正在导入图鉴图标", 1);
  64. ImportRes(FieldGuideIconSrcPaths, FieldGuideIconTargetPath, FieldGuideIconMd5FileSaveName);
  65. //物品图标
  66. EditorUtility.DisplayProgressBar("进度", "正在导入物品图标", 1);
  67. ImportRes(ItemIconSrcPaths, ItemIconTargetPath, IconMd5FileSaveName);
  68. // 换装部件
  69. EditorUtility.DisplayProgressBar("进度", "正在裁减换装部件", 1);
  70. ImportClipImage();
  71. //NPC头像
  72. EditorUtility.DisplayProgressBar("进度", "正在导入NPC头像", 1);
  73. ImportRes(NpcHeadSrcPaths, NpcHeadTargetPath, HeadMd5FileSaveName);
  74. //背景
  75. EditorUtility.DisplayProgressBar("进度", "正在导入背景图", 1);
  76. ImportRes(BgSrcPaths, BgTargetPath, BgMd5FileSaveName);
  77. //卡牌背景
  78. EditorUtility.DisplayProgressBar("进度", "正在导入卡牌背景", 1);
  79. ImportRes(CardBgSrcPaths, CardBgTargetPath, CardBgMd5FileSaveName);
  80. //卡牌icon
  81. EditorUtility.DisplayProgressBar("进度", "正在导入卡牌图标", 1);
  82. ImportRes(CardIconSrcPaths, CardIconTargetPath, CardMd5FileSaveName);
  83. //清除冗余动画
  84. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.DressUpAnimationTargetPath, ImportArtResTool.DressUpAnimationSrcPaths[0]);
  85. FileUtil.DeleteUnnecessaryAnimation(ImportArtResTool.EffectTargetPath, ImportArtResTool.EffectSrcPaths[0]);
  86. //动画
  87. EditorUtility.DisplayProgressBar("进度", "正在导入动作动画", 1);
  88. ImportFileAndDir(DressUpAnimationSrcPaths, DressUpAnimationTargetPath, new string[] { ".moc3" });
  89. //特效
  90. EditorUtility.DisplayProgressBar("进度", "正在导入特效动画", 1);
  91. ImportFileAndDir(EffectSrcPaths, EffectTargetPath);
  92. //材质
  93. EditorUtility.DisplayProgressBar("进度", "正在导入特效材质", 1);
  94. ImportRes(MaterialSrcPaths, MaterialTargetPath, EffectMaterialMd5FileSaveName);
  95. //图片
  96. EditorUtility.DisplayProgressBar("进度", "正在导入特效图片", 1);
  97. ImportRes(TextureSrcPaths, TextureTargetPath, EffectTextureMd5FileSaveName);
  98. //NPC对话立绘
  99. EditorUtility.DisplayProgressBar("进度", "正在导入NPC对话立绘", 1);
  100. List<string> files = ImportRes(NpcPicSSrcPaths, NpcPicSTargetPath, PicSMd5FileSaveName);
  101. //NPC对战立绘
  102. EditorUtility.DisplayProgressBar("进度", "正在导入NPC对战立绘", 1);
  103. files = ImportRes(NpcPicSrcPaths, NpcPicTargetPath, PicFMd5FileSaveName);
  104. if (files != null && files.Count > 0)
  105. {
  106. EditorUtility.DisplayDialog("提示", "有NPC立绘更新,需要设置坐标原点!", "OK", "");
  107. }
  108. EditorUtility.ClearProgressBar();
  109. AssetDatabase.Refresh();
  110. Debug.LogWarning("导入美术资源成功!");
  111. }
  112. public static List<string> ImportRes(string[] sourceDirs, string targetDir, string saveName)
  113. {
  114. List<string> files = null;
  115. if (!Directory.Exists(targetDir))
  116. {
  117. Directory.CreateDirectory(targetDir);
  118. }
  119. foreach (string dir in sourceDirs)
  120. {
  121. files = FileUtil.CopyFilesTo(dir, targetDir, saveName, new string[] { ".png", ".jpg", ".mp3" }, ragule);
  122. foreach (var file in files)
  123. {
  124. Debug.LogFormat("更新{0}", file);
  125. }
  126. }
  127. return files;
  128. }
  129. public static void ImportClipImage()
  130. {
  131. ImportClip(DressUpSrcPaths, DressUpTargetPath);
  132. }
  133. public static void ImportClip(string[] sourceDirs, string targetDir)
  134. {
  135. //换装部件
  136. if (!Directory.Exists(targetDir))
  137. {
  138. Directory.CreateDirectory(targetDir);
  139. }
  140. Dictionary<string, string> sourceImageMD5 = new Dictionary<string, string>();
  141. sourceImageMD5 = ImagesClip.ReadSourceImagesMD5(DressUpMd5FileSaveName);
  142. foreach (string dir in sourceDirs)
  143. {
  144. GFGEditor.FileUtil.ForeachFileInDir(dir, null, (string file) =>
  145. {
  146. string fileName = Path.GetFileName(file);
  147. if (fileName == "saveMD5" || !FileUtil.CheckStringByRegular(fileName, ragule))
  148. {
  149. return;
  150. }
  151. if (!File.Exists(targetDir + fileName) || !sourceImageMD5.ContainsKey(file) || sourceImageMD5[file] != FileUtil.md5file(file))
  152. {
  153. sourceImageMD5[file] = FileUtil.md5file(file);
  154. ImagesClip.CutImageWhitePart(file, targetDir, fileName);
  155. }
  156. });
  157. }
  158. ImagesClip.WriteSourceImagesMD5(sourceImageMD5, DressUpMd5FileSaveName);
  159. AssetDatabase.Refresh();
  160. }
  161. public static List<string> ImportFileAndDir(string[] sourceDirs, string targetDir, string[] excludeExtentions = null)
  162. {
  163. List<string> files = null;
  164. if (!Directory.Exists(targetDir))
  165. {
  166. Directory.CreateDirectory(targetDir);
  167. }
  168. foreach (string dir in sourceDirs)
  169. {
  170. files = FileUtil.CopyDirsAndFilesInSubDirTo(dir, targetDir, excludeExtentions, ragule);
  171. foreach (var file in files)
  172. {
  173. Debug.LogFormat("更新{0}", file);
  174. }
  175. }
  176. return files;
  177. }
  178. }
  179. }