2025-05-09 15:40:34 +08:00

612 lines
25 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using static Animancer.Editor.AnimancerGUI;
namespace Animancer.Editor.Tools
{
/// <summary>[Editor-Only] [Pro-Only]
/// A <see cref="SpriteModifierTool"/> for generating <see cref="AnimationClip"/>s from <see cref="Sprite"/>s.
/// </summary>
/// <remarks>
/// <strong>Documentation:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/manual/tools/generate-sprite-animations">
/// Generate Sprite Animations</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer.Editor.Tools/GenerateSpriteAnimationsTool
///
[Serializable]
public class GenerateSpriteAnimationsTool : SpriteModifierTool
{
/************************************************************************************************************************/
#region Tool
/************************************************************************************************************************/
[NonSerialized] private List<string> _Names;
[NonSerialized] private Dictionary<string, List<Sprite>> _NameToSprites;
[NonSerialized] private ReorderableList _Display;
[NonSerialized] private bool _NamesAreDirty;
[NonSerialized] private double _PreviewStartTime;
[NonSerialized] private long _PreviewFrameIndex;
[NonSerialized] private bool _RequiresRepaint;
/************************************************************************************************************************/
/// <inheritdoc/>
public override int DisplayOrder => 3;
/// <inheritdoc/>
public override string Name => "Generate Sprite Animations";
/// <inheritdoc/>
public override string HelpURL => Strings.DocsURLs.GenerateSpriteAnimations;
/// <inheritdoc/>
public override string Instructions
{
get
{
if (Sprites.Count == 0)
return "Select the Sprites you want to generate animations from.";
return "Configure the animation settings then click Generate.";
}
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void OnEnable(int index)
{
base.OnEnable(index);
_Names = new();
_NameToSprites = new();
_Display = AnimancerToolsWindow.CreateReorderableList(
_Names,
"Animations to Generate",
DrawDisplayElement);
_Display.elementHeightCallback = CalculateDisplayElementHeight;
_PreviewStartTime = EditorApplication.timeSinceStartup;
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void OnSelectionChanged()
{
_NameToSprites.Clear();
_Names.Clear();
_NamesAreDirty = true;
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void DoBodyGUI()
{
var property = GenerateSpriteAnimationsSettings.SerializedProperty;
property.serializedObject.Update();
using (var label = PooledGUIContent.Acquire("Settings"))
EditorGUILayout.PropertyField(property, label, true);
property.serializedObject.ApplyModifiedProperties();
GenerateSpriteAnimationsSettings.Instance.FillDefaults();
var sprites = Sprites;
if (_NamesAreDirty)
{
_NamesAreDirty = false;
GatherNameToSprites(sprites, _NameToSprites);
_Names.AddRange(_NameToSprites.Keys);
}
using (new EditorGUI.DisabledScope(true))
{
var previewCurrentTime = EditorApplication.timeSinceStartup - _PreviewStartTime;
_PreviewFrameIndex = (long)(previewCurrentTime * GenerateSpriteAnimationsSettings.FrameRate);
_Display.DoLayoutList();
GUILayout.BeginHorizontal();
{
GUILayout.FlexibleSpace();
GUI.enabled = sprites.Count > 0;
if (GUILayout.Button("Generate"))
{
Deselect();
GenerateAnimationsBySpriteName(sprites);
}
}
GUILayout.EndHorizontal();
}
EditorGUILayout.HelpBox("This function is also available via:" +
"\n• The 'Assets/Create/Animancer' menu." +
"\n• The Context Menu in the top right of the Inspector for Sprite and Texture assets",
MessageType.Info);
if (_RequiresRepaint)
{
_RequiresRepaint = false;
AnimancerToolsWindow.Repaint();
}
}
/************************************************************************************************************************/
/// <summary>Calculates the height of an animation to generate.</summary>
private float CalculateDisplayElementHeight(int index)
{
if (_NameToSprites.Count <= 0 || _Names.Count <= 0)
return 0;
var lineCount = _NameToSprites[_Names[index]].Count + 3;
return (LineHeight + StandardSpacing) * lineCount;
}
/************************************************************************************************************************/
/// <summary>Draws the details of an animation to generate.</summary>
private void DrawDisplayElement(Rect area, int index, bool isActive, bool isFocused)
{
area.y = Mathf.Ceil(area.y + StandardSpacing * 0.5f);
area.height = LineHeight;
DrawAnimationHeader(ref area, index, out var sprites);
DrawAnimationBody(ref area, sprites);
}
/************************************************************************************************************************/
/// <summary>Draws the name and preview of an animation to generate.</summary>
private void DrawAnimationHeader(ref Rect area, int index, out List<Sprite> sprites)
{
var width = area.width;
var previewSize = 3 * LineHeight + 2 * StandardSpacing;
var previewArea = StealFromRight(ref area, previewSize, StandardSpacing);
previewArea.height = previewSize;
// Name.
var name = _Names[index];
AnimancerToolsWindow.BeginChangeCheck();
name = EditorGUI.TextField(area, name);
if (AnimancerToolsWindow.EndChangeCheck())
{
_Names[index] = name;
}
NextVerticalArea(ref area);
// Frame Count.
sprites = _NameToSprites[name];
var frame = (int)(_PreviewFrameIndex % sprites.Count);
var enabled = GUI.enabled;
GUI.enabled = false;
EditorGUI.TextField(area, $"Frame {frame} / {sprites.Count}");
NextVerticalArea(ref area);
// Preview Time.
GUI.enabled = true;
var beforeControlID = GUIUtility.GetControlID(FocusType.Passive);
var newFrame = EditorGUI.IntSlider(area, frame, 0, sprites.Count);
var afterControlID = GUIUtility.GetControlID(FocusType.Passive);
var hotControl = GUIUtility.hotControl;
if (newFrame != frame ||
(hotControl > beforeControlID && hotControl < afterControlID))
{
_PreviewStartTime = EditorApplication.timeSinceStartup;
_PreviewStartTime -= newFrame / GenerateSpriteAnimationsSettings.FrameRate;
_PreviewFrameIndex = newFrame;
frame = newFrame % sprites.Count;
}
GUI.enabled = enabled;
NextVerticalArea(ref area);
area.width = width;
// Preview.
DrawSprite(previewArea, sprites[frame]);
_RequiresRepaint = true;
}
/************************************************************************************************************************/
/// <summary>Draws the sprite contents of an animation to generate.</summary>
private void DrawAnimationBody(ref Rect area, List<Sprite> sprites)
{
var previewFrame = (int)(_PreviewFrameIndex % sprites.Count);
for (int i = 0; i < sprites.Count; i++)
{
var sprite = sprites[i];
var fieldArea = area;
var thumbnailArea = StealFromLeft(
ref fieldArea,
fieldArea.height,
StandardSpacing);
AnimancerToolsWindow.BeginChangeCheck();
sprite = DoObjectFieldGUI(fieldArea, "", sprite, false);
if (AnimancerToolsWindow.EndChangeCheck())
{
sprites[i] = sprite;
}
if (i == previewFrame)
EditorGUI.DrawRect(fieldArea, new(0.25f, 1, 0.25f, 0.1f));
DrawSprite(thumbnailArea, sprite);
NextVerticalArea(ref area);
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Methods
/************************************************************************************************************************/
/// <summary>Uses <see cref="GatherNameToSprites"/> and creates new animations from those groups.</summary>
private static void GenerateAnimationsBySpriteName(List<Sprite> sprites)
{
if (sprites.Count == 0)
return;
sprites.Sort(NaturalCompare);
var nameToSprites = new Dictionary<string, List<Sprite>>();
GatherNameToSprites(sprites, nameToSprites);
var pathToSprites = new Dictionary<string, List<Sprite>>();
var message = StringBuilderPool.Instance.Acquire()
.Append("Do you wish to generate the following animations?");
const int MaxLines = 25;
var line = 0;
foreach (var nameToSpriteGroup in nameToSprites)
{
var path = AssetDatabase.GetAssetPath(nameToSpriteGroup.Value[0]);
path = Path.GetDirectoryName(path);
path = Path.Combine(path, nameToSpriteGroup.Key + ".anim");
pathToSprites.Add(path, nameToSpriteGroup.Value);
if (++line <= MaxLines)
{
message.AppendLine()
.Append("- ")
.Append(path)
.Append(" (")
.Append(nameToSpriteGroup.Value.Count)
.Append(" frames)");
}
}
if (line > MaxLines)
{
message.AppendLine()
.Append("And ")
.Append(line - MaxLines)
.Append(" others.");
}
if (!EditorUtility.DisplayDialog("Generate Sprite Animations?", message.ReleaseToString(), "Generate", "Cancel"))
return;
foreach (var pathToSpriteGroup in pathToSprites)
CreateAnimation(pathToSpriteGroup.Key, pathToSpriteGroup.Value.ToArray());
AssetDatabase.SaveAssets();
}
/************************************************************************************************************************/
private static char[] _Numbers, _TrimOther;
/// <summary>Groups the `sprites` by name into the `nameToSptires`.</summary>
private static void GatherNameToSprites(List<Sprite> sprites, Dictionary<string, List<Sprite>> nameToSprites)
{
for (int i = 0; i < sprites.Count; i++)
{
var sprite = sprites[i];
var name = sprite.name;
// Remove numbers from the end.
_Numbers ??= new char[] { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9' };
name = name.TrimEnd(_Numbers);
// Then remove other characters from the end.
_TrimOther ??= new char[] { ' ', '_', '-' };
name = name.TrimEnd(_TrimOther);
// Doing both at once would turn "Attack2-0" (Attack 2 Frame 0) into "Attack" (losing the number).
if (!nameToSprites.TryGetValue(name, out var spriteGroup))
{
spriteGroup = new();
nameToSprites.Add(name, spriteGroup);
}
// Add the sprite to the group if it's not a duplicate.
if (spriteGroup.Count == 0 || spriteGroup[^1] != sprite)
spriteGroup.Add(sprite);
}
}
/************************************************************************************************************************/
/// <summary>Creates and saves a new <see cref="AnimationClip"/> that plays the `sprites`.</summary>
private static void CreateAnimation(string path, params Sprite[] sprites)
{
var frameRate = GenerateSpriteAnimationsSettings.FrameRate;
var hierarchyPath = GenerateSpriteAnimationsSettings.HierarchyPath;
var type = GenerateSpriteAnimationsSettings.TargetType.Type ?? typeof(SpriteRenderer);
var property = GenerateSpriteAnimationsSettings.PropertyName;
if (string.IsNullOrWhiteSpace(property))
property = "m_Sprite";
var clip = new AnimationClip
{
frameRate = frameRate,
};
var spriteKeyFrames = new ObjectReferenceKeyframe[sprites.Length];
for (int i = 0; i < spriteKeyFrames.Length; i++)
{
spriteKeyFrames[i] = new()
{
time = i / (float)frameRate,
value = sprites[i]
};
}
var spriteBinding = EditorCurveBinding.PPtrCurve(hierarchyPath, type, property);
AnimationUtility.SetObjectReferenceCurve(clip, spriteBinding, spriteKeyFrames);
AssetDatabase.CreateAsset(clip, path);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Menu Functions
/************************************************************************************************************************/
private const string GenerateAnimationsBySpriteNameFunctionName = "Generate Animations By Sprite Name";
/************************************************************************************************************************/
/// <summary>Should <see cref="GenerateAnimationsBySpriteName()"/> be enabled or greyed out?</summary>
[MenuItem(Strings.CreateMenuPrefix + GenerateAnimationsBySpriteNameFunctionName, validate = true)]
private static bool ValidateGenerateAnimationsBySpriteName()
{
var selection = Selection.objects;
for (int i = 0; i < selection.Length; i++)
{
var selected = selection[i];
if (selected is Sprite || selected is Texture)
return true;
}
return false;
}
/// <summary>Calls <see cref="GenerateAnimationsBySpriteName(List{Sprite})"/> with the selected <see cref="Sprite"/>s.</summary>
[MenuItem(
itemName: Strings.CreateMenuPrefix + GenerateAnimationsBySpriteNameFunctionName,
priority = Strings.AssetMenuOrder + 6)]
private static void GenerateAnimationsBySpriteName()
{
var sprites = new List<Sprite>();
var selection = Selection.objects;
for (int i = 0; i < selection.Length; i++)
{
var selected = selection[i];
if (selected is Sprite sprite)
{
sprites.Add(sprite);
}
else if (selected is Texture2D texture)
{
sprites.AddRange(LoadAllSpritesInTexture(texture));
}
}
GenerateAnimationsBySpriteName(sprites);
}
/************************************************************************************************************************/
private static List<Sprite> _CachedSprites;
/// <summary>
/// Returns a list of <see cref="Sprite"/>s which will be passed into
/// <see cref="GenerateAnimationsBySpriteName(List{Sprite})"/> by <see cref="EditorApplication.delayCall"/>.
/// </summary>
private static List<Sprite> GetCachedSpritesToGenerateAnimations()
{
if (_CachedSprites == null)
return _CachedSprites = new();
// Delay the call in case multiple objects are selected.
if (_CachedSprites.Count == 0)
{
EditorApplication.delayCall += () =>
{
GenerateAnimationsBySpriteName(_CachedSprites);
_CachedSprites.Clear();
};
}
return _CachedSprites;
}
/************************************************************************************************************************/
/// <summary>
/// Adds the <see cref="MenuCommand.context"/> to the <see cref="GetCachedSpritesToGenerateAnimations"/>.
/// </summary>
[MenuItem("CONTEXT/" + nameof(Sprite) + GenerateAnimationsBySpriteNameFunctionName)]
private static void GenerateAnimationsFromSpriteByName(MenuCommand command)
{
GetCachedSpritesToGenerateAnimations().Add((Sprite)command.context);
}
/************************************************************************************************************************/
/// <summary>Should <see cref="GenerateAnimationsFromTextureBySpriteName"/> be enabled or greyed out?</summary>
[MenuItem("CONTEXT/" + nameof(TextureImporter) + GenerateAnimationsBySpriteNameFunctionName, validate = true)]
private static bool ValidateGenerateAnimationsFromTextureBySpriteName(MenuCommand command)
{
var importer = (TextureImporter)command.context;
var sprites = LoadAllSpritesAtPath(importer.assetPath);
return sprites.Length > 0;
}
/// <summary>
/// Adds all <see cref="Sprite"/> sub-assets of the <see cref="MenuCommand.context"/> to the
/// <see cref="GetCachedSpritesToGenerateAnimations"/>.
/// </summary>
[MenuItem("CONTEXT/" + nameof(TextureImporter) + GenerateAnimationsBySpriteNameFunctionName)]
private static void GenerateAnimationsFromTextureBySpriteName(MenuCommand command)
{
var cachedSprites = GetCachedSpritesToGenerateAnimations();
var importer = (TextureImporter)command.context;
cachedSprites.AddRange(LoadAllSpritesAtPath(importer.assetPath));
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
/************************************************************************************************************************/
#region Settings
/************************************************************************************************************************/
/// <summary>[Editor-Only] Settings for <see cref="GenerateSpriteAnimationsTool"/>.</summary>
/// https://kybernetik.com.au/animancer/api/Animancer.Editor.Tools/GenerateSpriteAnimationsSettings
[Serializable, InternalSerializableType]
public class GenerateSpriteAnimationsSettings : AnimancerSettingsGroup
{
/************************************************************************************************************************/
/// <summary>Gets or creates an instance.</summary>
public static GenerateSpriteAnimationsSettings Instance
=> AnimancerSettingsGroup<GenerateSpriteAnimationsSettings>.Instance;
/// <summary>The <see cref="UnityEditor.SerializedProperty"/> representing the <see cref="Instance"/>.</summary>
public static SerializedProperty SerializedProperty
=> Instance.GetSerializedProperty(null);
/************************************************************************************************************************/
/// <inheritdoc/>
public override string DisplayName
=> "Generate Sprite Animations Tool";
/// <inheritdoc/>
public override int Index
=> 6;
/************************************************************************************************************************/
[SerializeField]
[Tooltip("The frame rate to use for new animations")]
private float _FrameRate = 12;
/// <summary>The frame rate to use for new animations.</summary>
public static ref float FrameRate
=> ref Instance._FrameRate;
/************************************************************************************************************************/
[SerializeField]
[Tooltip("The Transform Hierarchy path from the Animator to the object being animated" +
" using forward slashes '/' between each object name")]
private string _HierarchyPath;
/// <summary>The Transform Hierarchy path from the <see cref="Animator"/> to the object being animated.</summary>
public static ref string HierarchyPath
=> ref Instance._HierarchyPath;
/************************************************************************************************************************/
[SerializeField]
[Tooltip("The type of component being animated. Defaults to " + nameof(SpriteRenderer) + " if not set." +
" Use the type picker on the right or drag and drop a component onto it to set this field.")]
private SerializableTypeReference _TargetType = new(typeof(SpriteRenderer));
/// <summary>The type of component being animated. Defaults to <see cref="SpriteRenderer"/> if not set.</summary>
public static ref SerializableTypeReference TargetType
=> ref Instance._TargetType;
/************************************************************************************************************************/
/// <summary>The default value for <see cref="PropertyName"/>.</summary>
public const string DefaultPropertyName = "m_Sprite";
[SerializeField]
[Tooltip("The path of the property being animated. Defaults to " + DefaultPropertyName + " if not set.")]
private string _PropertyName = DefaultPropertyName;
/// <summary>The path of the property being animated.</summary>
public static ref string PropertyName
=> ref Instance._PropertyName;
/************************************************************************************************************************/
/// <summary>Reverts any empty values to their defaults.</summary>
public void FillDefaults()
{
if (string.IsNullOrWhiteSpace(_TargetType.QualifiedName))
_TargetType = new(typeof(SpriteRenderer));
if (string.IsNullOrWhiteSpace(_PropertyName))
_PropertyName = DefaultPropertyName;
}
/************************************************************************************************************************/
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
#endif