238 lines
10 KiB
C#

using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.AssetImporters;
using UnityEngine;
using TextureCompressionQuality = UnityEditor.TextureCompressionQuality;
using UnityEditor.Experimental;
namespace Unity.HLODSystem
{
[ScriptedImporter(version: 1, ext: "hlod", AllowCaching = true)]
public class HLODDataImporter : ScriptedImporter
{
public override void OnImportAsset(AssetImportContext ctx)
{
ctx.DependsOnCustomDependency("HLODSystemPlatform");
var buildTargetGroup = BuildPipeline.GetBuildTargetGroup(ctx.selectedBuildTarget);
try
{
UpdateProgress(ctx.assetPath, 0, 1);
using (Stream stream = new FileStream(ctx.assetPath, FileMode.Open, FileAccess.Read))
{
HLODData data = HLODDataSerializer.Read(stream);
RootData rootData = RootData.CreateInstance<RootData>();
TextureFormat compressFormat = GetCompressFormat(data, buildTargetGroup);
int currentProgress = 0;
int maxProgress = 0;
if (data.GetMaterials() != null)
maxProgress += data.GetMaterials().Count;
if (data.GetObjects() != null)
maxProgress += data.GetObjects().Count;
if ( data.GetColliders() != null )
maxProgress += data.GetColliders().Count;
rootData.name = "Root";
var serializableMaterials = data.GetMaterials();
var loadedMaterials = new Dictionary<string, Material>();
if (serializableMaterials != null)
{
for (int mi = 0; mi < serializableMaterials.Count; ++mi)
{
UpdateProgress(ctx.assetPath, currentProgress++, maxProgress);
var sm = serializableMaterials[mi];
if (loadedMaterials.ContainsKey(sm.ID))
continue;
Material mat = sm.To();
loadedMaterials.Add(sm.ID, mat);
if (string.IsNullOrEmpty(AssetDatabase.GetAssetPath(mat)) == false)
continue;
ctx.AddObjectToAsset(mat.name, mat);
for (int ti = 0; ti < sm.GetTextureCount(); ++ti)
{
HLODData.SerializableTexture st = sm.GetTexture(ti);
Texture2D texture = st.To();
EditorUtility.CompressTexture(texture, compressFormat,
TextureCompressionQuality.Normal);
mat.SetTexture(st.Name, texture);
ctx.AddObjectToAsset(texture.name, texture);
}
mat.EnableKeyword("_NORMALMAP");
}
}
var serializableObjects = data.GetObjects();
var serializableColliders = data.GetColliders();
Dictionary<string, List<GameObject>>
createdGameObjects = new Dictionary<string, List<GameObject>>();
Dictionary<string, GameObject> createdColliders = new Dictionary<string, GameObject>();
if (serializableObjects != null)
{
for (int oi = 0; oi < serializableObjects.Count; ++oi)
{
UpdateProgress(ctx.assetPath, currentProgress++, maxProgress);
var so = serializableObjects[oi];
GameObject go = new GameObject();
go.name = so.Name;
MeshFilter mf = go.AddComponent<MeshFilter>();
MeshRenderer mr = go.AddComponent<MeshRenderer>();
List<string> materialIds = so.GetMaterialIds();
List<string> materialNames = so.GetMaterialNames();
List<Material> materials = new List<Material>();
for (int mi = 0; mi < materialIds.Count; ++mi)
{
string id = materialIds[mi];
if (loadedMaterials.ContainsKey(id))
{
materials.Add(loadedMaterials[id]);
}
else
{
string path = AssetDatabase.GUIDToAssetPath(id);
if (string.IsNullOrEmpty(path) == false)
{
var allAssets = AssetDatabase.LoadAllAssetsAtPath(path);
var material = Utils.GUIDUtils.FindObject<Material>(allAssets, materialNames[mi]);
materials.Add(material);
}
else
{
materials.Add(null);
}
}
}
Mesh mesh = so.GetMesh().To();
mf.sharedMesh = mesh;
mr.sharedMaterials = materials.ToArray();
mr.lightProbeUsage = so.LightProbeUsage;
ctx.AddObjectToAsset(mesh.name, mesh);
if (createdGameObjects.ContainsKey(go.name) == false)
createdGameObjects.Add(go.name, new List<GameObject>());
createdGameObjects[go.name].Add(go);
}
}
if (serializableColliders != null)
{
for (int ci = 0; ci < serializableColliders.Count; ++ci)
{
UpdateProgress(ctx.assetPath, currentProgress++, maxProgress);
var sc = serializableColliders[ci];
GameObject go;
if (createdColliders.ContainsKey(sc.Name) == false)
{
createdColliders[sc.Name] = new GameObject("Collider");
}
go = createdColliders[sc.Name];
var collider = sc.CreateGameObject();
if (collider != null)
{
collider.name = "Collider" + ci;
collider.transform.SetParent(go.transform, true);
}
}
}
foreach (var objects in createdGameObjects.Values)
{
GameObject root;
if (objects.Count > 1)
{
root = new GameObject();
root.name = objects[0].name;
for (int i = 0; i < objects.Count; ++i)
{
objects[i].name = objects[i].name + "_" + i;
objects[i].transform.SetParent(root.transform, true);
}
}
else
{
root = objects[0];
}
if (createdColliders.ContainsKey(root.name))
{
createdColliders[root.name].transform.SetParent(root.transform, true);
}
rootData.SetRootObject(root.name, root);
ctx.AddObjectToAsset(root.name, root);
}
ctx.AddObjectToAsset("Root", rootData);
ctx.SetMainObject(rootData);
}
}
finally
{
EditorUtility.ClearProgressBar();
}
}
private TextureFormat GetCompressFormat(HLODData data, BuildTargetGroup group)
{
if (group == BuildTargetGroup.Android)
return data.CompressionData.AndroidTextureFormat;
if (group == BuildTargetGroup.iOS)
return data.CompressionData.iOSTextureFormat;
if (group == BuildTargetGroup.tvOS)
return data.CompressionData.tvOSTextureFormat;
if (group == BuildTargetGroup.WebGL)
return data.CompressionData.WebGLTextureFormat;
return data.CompressionData.PCTextureFormat;
}
private void UpdateProgress(string filename, int current, int max)
{
float pos = (float) current / (float) max;
EditorUtility.DisplayProgressBar("Importing", "Importing " + filename, pos);
}
}
[InitializeOnLoad]
public class HLODSystemStartUp : IActiveBuildTargetChanged
{
public int callbackOrder { get; }
static HLODSystemStartUp()
{
UpdateBuildTaget(EditorUserBuildSettings.activeBuildTarget);
}
static void UpdateBuildTaget(BuildTarget target)
{
var hash = Hash128.Compute(target.ToString());
AssetDatabase.RegisterCustomDependency("HLODSystemPlatform", hash);
}
public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget)
{
UpdateBuildTaget(newTarget);
}
}
}