wuxianshengcong/Library/PackageCache/com.unity.2d.psdimporter@8.0.5/Editor/ImportUtilites.cs
2024-12-30 12:56:27 +08:00

276 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Security.Cryptography;
using System.Text;
using PDNWrapper;
using Unity.Collections;
using UnityEditor.U2D.Animation;
using UnityEngine;
namespace UnityEditor.U2D.PSD
{
class UniqueNameGenerator
{
HashSet<int> m_NameHash = new HashSet<int>();
public bool ContainHash(int i)
{
return m_NameHash.Contains(i);
}
public void AddHash(int i)
{
m_NameHash.Add(i);
}
public void AddHash(string name)
{
m_NameHash.Add(GetStringHash(name));
}
public string GetUniqueName(string name, bool logNewNameGenerated = false, UnityEngine.Object context = null)
{
return GetUniqueName(name, m_NameHash);
}
static string GetUniqueName(string name, HashSet<int> stringHash, bool logNewNameGenerated = false, UnityEngine.Object context = null)
{
var sanitizedName = string.Copy(SanitizeName(name));
string uniqueName = sanitizedName;
int index = 1;
while (true)
{
var hash = GetStringHash(uniqueName);
if (!stringHash.Contains(hash))
{
stringHash.Add(hash);
if (logNewNameGenerated && sanitizedName != uniqueName)
Debug.Log(string.Format("Asset name {0} is changed to {1} to ensure uniqueness", name, uniqueName), context);
return uniqueName;
}
uniqueName = string.Format("{0}_{1}", sanitizedName, index);
++index;
}
}
static string SanitizeName(string name)
{
name = name.Replace('\0', ' ');
string newName = null;
// We can't create asset name with these name.
if ((name.Length == 2 && name[0] == '.' && name[1] == '.')
|| (name.Length == 1 && name[0] == '.')
|| (name.Length == 1 && name[0] == '/'))
newName += name + "_";
if (!string.IsNullOrEmpty(newName))
{
Debug.LogWarning(string.Format("File contains layer with invalid name for generating asset. {0} is renamed to {1}", name, newName));
return newName;
}
return name;
}
static int GetStringHash(string str)
{
MD5 md5Hasher = MD5.Create();
var hashed = md5Hasher.ComputeHash(Encoding.UTF8.GetBytes(str));
return BitConverter.ToInt32(hashed, 0);
}
}
class GameObjectCreationFactory : UniqueNameGenerator
{
public GameObjectCreationFactory(IList<string> names)
{
if (names != null)
{
foreach (var name in names)
GetUniqueName(name);
}
}
public GameObject CreateGameObject(string name, params System.Type[] components)
{
var newName = GetUniqueName(name);
return new GameObject(newName, components);
}
}
internal static class ImportUtilities
{
public static string SaveToPng(NativeArray<Color32> buffer, int width, int height)
{
if (!buffer.IsCreated ||
buffer.Length == 0 ||
width == 0 ||
height == 0)
return "No .png generated.";
var texture2D = new Texture2D(width, height);
texture2D.SetPixels32(buffer.ToArray());
var png = texture2D.EncodeToPNG();
var path = Application.dataPath + $"/tex_{System.Guid.NewGuid().ToString()}.png";
var fileStream = System.IO.File.Create(path);
fileStream.Write(png);
fileStream.Close();
UnityEngine.Object.DestroyImmediate(texture2D);
return path;
}
public static void ValidatePSDLayerId(IEnumerable<PSDLayer> oldPsdLayer, IEnumerable<BitmapLayer> layers, UniqueNameGenerator uniqueNameGenerator)
{
// first check if all layers are unique. If not, we use back the previous layer id based on name match
var uniqueIdSet = new HashSet<int>();
var useOldID = false;
foreach(var layer in layers)
{
if (uniqueIdSet.Contains(layer.LayerID))
{
useOldID = true;
break;
}
uniqueIdSet.Add(layer.LayerID);
}
for (var i = 0; i < layers.Count(); ++i)
{
var childBitmapLayer = layers.ElementAt(i);
// fix case 1291323
if (useOldID)
{
var oldLayers = oldPsdLayer.Where(x => x.name == childBitmapLayer.Name);
if (oldLayers.Count() == 0)
oldLayers = oldPsdLayer.Where(x => x.layerID == childBitmapLayer.Name.GetHashCode());
// pick one that is not already on the list
foreach (var ol in oldLayers)
{
if (!uniqueNameGenerator.ContainHash(ol.layerID))
{
childBitmapLayer.LayerID = ol.layerID;
break;
}
}
}
if (uniqueNameGenerator.ContainHash(childBitmapLayer.LayerID))
{
var importWarning = string.Format("Layer {0}: LayerId is not unique. Mapping will be done by Layer's name.", childBitmapLayer.Name);
var layerName = uniqueNameGenerator.GetUniqueName(childBitmapLayer.Name);
if (layerName != childBitmapLayer.Name)
importWarning += "\nLayer names are not unique. Please ensure they are unique to for SpriteRect to be mapped back correctly.";
childBitmapLayer.LayerID = layerName.GetHashCode();
Debug.LogWarning(importWarning);
}
else
uniqueNameGenerator.AddHash(childBitmapLayer.LayerID);
if (childBitmapLayer.ChildLayer != null)
{
ValidatePSDLayerId(oldPsdLayer, childBitmapLayer.ChildLayer, uniqueNameGenerator);
}
}
}
public static void TranslatePivotPoint(Vector2 pivot, Rect rect, out SpriteAlignment alignment, out Vector2 customPivot)
{
customPivot = pivot;
if (new Vector2(rect.xMin, rect.yMax) == pivot)
alignment = SpriteAlignment.TopLeft;
else if(new Vector2(rect.center.x, rect.yMax) == pivot)
alignment = SpriteAlignment.TopCenter;
else if(new Vector2(rect.xMax, rect.yMax) == pivot)
alignment = SpriteAlignment.TopRight;
else if(new Vector2(rect.xMin, rect.center.y) == pivot)
alignment = SpriteAlignment.LeftCenter;
else if(new Vector2(rect.center.x, rect.center.y) == pivot)
alignment = SpriteAlignment.Center;
else if(new Vector2(rect.xMax, rect.center.y) == pivot)
alignment = SpriteAlignment.RightCenter;
else if(new Vector2(rect.xMin, rect.yMin) == pivot)
alignment = SpriteAlignment.BottomLeft;
else if(new Vector2(rect.center.x, rect.yMin) == pivot)
alignment = SpriteAlignment.BottomCenter;
else if(new Vector2(rect.xMax, rect.yMin) == pivot)
alignment = SpriteAlignment.BottomRight;
else
alignment = SpriteAlignment.Custom;
}
public static Vector2 GetPivotPoint(Rect rect, SpriteAlignment alignment, Vector2 customPivot)
{
switch (alignment)
{
case SpriteAlignment.TopLeft:
return new Vector2(rect.xMin, rect.yMax);
case SpriteAlignment.TopCenter:
return new Vector2(rect.center.x, rect.yMax);
case SpriteAlignment.TopRight:
return new Vector2(rect.xMax, rect.yMax);
case SpriteAlignment.LeftCenter:
return new Vector2(rect.xMin, rect.center.y);
case SpriteAlignment.Center:
return new Vector2(rect.center.x, rect.center.y);
case SpriteAlignment.RightCenter:
return new Vector2(rect.xMax, rect.center.y);
case SpriteAlignment.BottomLeft:
return new Vector2(rect.xMin, rect.yMin);
case SpriteAlignment.BottomCenter:
return new Vector2(rect.center.x, rect.yMin);
case SpriteAlignment.BottomRight:
return new Vector2(rect.xMax, rect.yMin);
case SpriteAlignment.Custom:
return new Vector2(customPivot.x * rect.width, customPivot.y * rect.height);
}
return Vector2.zero;
}
public static string GetUniqueSpriteName(string name, UniqueNameGenerator generator, bool keepDupilcateSpriteName)
{
if (keepDupilcateSpriteName)
return name;
return generator.GetUniqueName(name);
}
public static bool VisibleInHierarchy(List<PSDLayer> psdGroup, int index)
{
var psdLayer = psdGroup[index];
var parentVisible = true;
if (psdLayer.parentIndex >= 0)
parentVisible = VisibleInHierarchy(psdGroup, psdLayer.parentIndex);
return parentVisible && psdLayer.isVisible;
}
public static bool SpriteIsMainFromSpriteLib(List<SpriteCategory> categories, string spriteId, out string categoryName)
{
categoryName = "";
if (categories != null)
{
foreach (var category in categories)
{
var index = category.labels.FindIndex(x => x.spriteId == spriteId);
if (index == 0)
{
categoryName = category.name;
return true;
}
if (index > 0)
return false;
}
}
return true;
}
}
}