530 lines
20 KiB
C#
530 lines
20 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System.IO;
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using System.Collections.Generic;
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using System.Linq;
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public class AnimationClipCreator2D : EditorWindow
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{
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private Vector2 scrollDirectoryPos; //文件夹滚动条
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private Vector2 scrollAnimationClipPos; //动画滚动条
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// 全局设置
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private string rootFolderPath = "Assets/SpriteGroups"; // 源根目录
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private string saveFolderPath = "Assets/Animations"; // 输出根目录
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private string fixedSpritePrefix = "Sprite"; // 固定序列帧前缀
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private int defaultNumCount = 5; // 序号补零位数
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private bool showItems = true;
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//// 已发现的子文件夹
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//private List<string> subFolders = new List<string>();
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//private List<string> subFolderNames = new List<string>();
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//private List<bool> subFolderToggles = new List<bool>();
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// 动画条目
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[System.Serializable]
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private class AnimItem
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{
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public string animName = "Idle";
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public int startFrame = 0;
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public int endFrame = 10;
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public float frameRate = 12f;
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public bool overrideNumCount = false;
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public int numCount = 5;
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}
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private List<AnimItem> items = new List<AnimItem>()
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{
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new AnimItem(){ animName="Idle", startFrame=0, endFrame=10, frameRate=12f },
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new AnimItem(){ animName="Run", startFrame=0, endFrame=7, frameRate=12f },
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};
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// EditorPrefs keys
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private const string PREF_ROOT = "AnimCreator_RootPath";
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private const string PREF_SAVE = "AnimCreator_SavePath";
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private const string PREF_PREFIX = "AnimCreator_FixedPrefix";
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private const string PREF_NUMCOUNT = "AnimCreator_NumCount";
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[MenuItem("Tools/2D Animation Clip Creator (Folders)")]
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public static void ShowWindow()
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{
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var window = GetWindow<AnimationClipCreator2D>("Animation Clip Creator");
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window.LoadPrefs();
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window.LoadAnimItems(); // 加载动画条目
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}
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private void OnGUI()
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{
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GUILayout.Label("批量创建 AnimationClip(子文件夹驱动,固定 PNG 前缀)", EditorStyles.boldLabel);
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rootFolderPath = EditorGUILayout.TextField("序列帧根目录", rootFolderPath);
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saveFolderPath = EditorGUILayout.TextField("输出动画根目录", saveFolderPath);
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fixedSpritePrefix = EditorGUILayout.TextField("固定序列帧前缀", fixedSpritePrefix);
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defaultNumCount = EditorGUILayout.IntField("默认补零位数", defaultNumCount);
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("刷新子文件夹"))
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{
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RefreshFolderData();
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}
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EditorGUILayout.LabelField($"已发现子文件夹数量: {folderHasImages.Count}");
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EditorGUILayout.EndHorizontal();
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GUILayout.Label("选择要生成的子文件夹:", EditorStyles.boldLabel);
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// 模式切换选项
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displayMode = (DisplayMode)EditorGUILayout.EnumPopup("显示模式", displayMode);
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// 子文件夹选择列表
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scrollDirectoryPos = EditorGUILayout.BeginScrollView(scrollDirectoryPos, GUILayout.MaxHeight(400));
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if (folderHasImages.Count > 0)
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{
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GUILayout.Space(10);
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if (displayMode == DisplayMode.Grid)
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{
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DrawGridMode();
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}
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else
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{
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DrawTreeMode();
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}
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}
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EditorGUILayout.EndScrollView();
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// 动画条目列表
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showItems = EditorGUILayout.BeginFoldoutHeaderGroup(showItems, $"动画条目列表 ({items.Count})");
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scrollAnimationClipPos = EditorGUILayout.BeginScrollView(scrollAnimationClipPos);
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if (showItems)
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{
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for (int i = 0; i < items.Count; i++)
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{
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var it = items[i];
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EditorGUILayout.BeginVertical("box");
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EditorGUILayout.BeginHorizontal();
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it.animName = EditorGUILayout.TextField("动画名字", it.animName);
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if (GUILayout.Button("删除", GUILayout.Width(60)))
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{
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items.RemoveAt(i);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndVertical();
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break;
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}
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EditorGUILayout.EndHorizontal();
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it.startFrame = EditorGUILayout.IntField("开始帧", it.startFrame);
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it.endFrame = EditorGUILayout.IntField("结束帧(含)", it.endFrame);
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it.frameRate = EditorGUILayout.FloatField("帧率", it.frameRate);
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it.overrideNumCount = EditorGUILayout.Toggle("覆盖补零位数", it.overrideNumCount);
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if (it.overrideNumCount)
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it.numCount = EditorGUILayout.IntField("补零位数", it.numCount);
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// 预览:用第一个子文件夹示例
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if (folderHasImages.Count > 0)
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{
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string folderName = "";
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foreach (var item in folderHasImages.Keys)
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{
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folderName=item;
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}
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int nc = it.overrideNumCount ? it.numCount : defaultNumCount;
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string sampleIndex = it.startFrame.ToString("D" + nc);
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string samplePng = $"{fixedSpritePrefix}{sampleIndex}.png";
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string sampleOut = $"{Path.GetFileName(folderName)}_{it.animName}.anim";
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EditorGUILayout.HelpBox(
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$"示例 PNG 路径:\n{rootFolderPath}/{folderName}/{samplePng}\n" +
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$"输出动画文件名:\n{sampleOut}\n" +
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$"输出动画完整路径:\n{saveFolderPath}/{folderName}/{sampleOut}",
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MessageType.None
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);
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}
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EditorGUILayout.EndVertical();
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}
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if (GUILayout.Button("添加新动画条目"))
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{
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items.Add(new AnimItem()
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{
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animName = "NewAnim",
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startFrame = 0,
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endFrame = 10,
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frameRate = 12f,
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overrideNumCount = false,
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numCount = defaultNumCount
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});
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}
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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EditorGUILayout.EndScrollView();
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GUILayout.Space(8);
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if (GUILayout.Button("批量创建 AnimationClips", GUILayout.Height(30)))
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{
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SavePrefs();
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SaveAnimItems();
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CreateAnimationClips();
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}
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}
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// 定义模式枚举
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private enum DisplayMode { Grid, Tree }
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private DisplayMode displayMode = DisplayMode.Grid;
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// 状态字典(按完整路径存)
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private Dictionary<string, bool> folderToggles = new Dictionary<string, bool>(); //目录的toggle值
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private Dictionary<string, bool> folderHasImages = new Dictionary<string, bool>(); //目录是否带图片
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private Dictionary<string, string> folderAsSubName = new Dictionary<string, string>(); //末端目录名称
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#region 树形
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private Dictionary<string, bool> folderFoldouts = new Dictionary<string, bool>(); //文件夹展开状态
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// 递归刷新:构建状态字典(包含根)
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private void RefreshFolderData()
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{
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folderFoldouts.Clear();
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folderAsSubName.Clear();
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folderToggles.Clear();
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folderHasImages.Clear();
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if (!Directory.Exists(rootFolderPath))
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{
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EditorUtility.DisplayDialog("错误", "根目录不存在!", "确定");
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return;
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}
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// 加入根目录本身
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EnsureNode(rootFolderPath);
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// 递归加入所有子目录
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CollectNodesRecursive(rootFolderPath);
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Repaint();
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}
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#endregion
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// 平铺模式(横向自动换行)
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private void DrawGridMode()
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{
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if (folderHasImages.Count > 0)
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{
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float viewWidth = EditorGUIUtility.currentViewWidth - 20;
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float itemWidth = 140f;
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float spacing = 10f;
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float currentRowWidth = 0f;
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EditorGUILayout.BeginVertical();
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EditorGUILayout.BeginHorizontal();
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foreach (var folder in folderHasImages.Keys) //随便找一个列表的键来便利所有的目录
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{
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if (currentRowWidth + (itemWidth + spacing) > viewWidth)
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{
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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currentRowWidth = 0f;
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}
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string folderPath = folder;
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//folderToggles[folderPath] = EditorGUILayout.ToggleLeft(subFolderNames[i], folderToggles[folderPath]);
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EditorGUILayout.BeginVertical("box", GUILayout.Width(itemWidth));
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folderToggles[folderPath] = EditorGUILayout.ToggleLeft(Path.GetFileName(folderPath), folderToggles[folderPath]);
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//subFolderToggles[i] = EditorGUILayout.ToggleLeft(subFolderNames[i], subFolderToggles[i]);
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string status = folderHasImages[folderPath] ? " 有图片" : " 无图片";
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EditorGUILayout.LabelField(status, EditorStyles.wordWrappedLabel);
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EditorGUILayout.EndVertical();
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currentRowWidth += itemWidth + spacing;
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndVertical();
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}
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}
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// 将一个目录加入字典(若已存在则保留原值)
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private void EnsureNode(string path)
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{
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string norm = path.Replace('\\', '/');
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if (!folderFoldouts.ContainsKey(norm))
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folderFoldouts[norm] = true; // 默认展开
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if (!folderHasImages.ContainsKey(norm))
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{
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// 当前目录是否有 .png
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bool hasPng = Directory.GetFiles(norm, "*.png").Length > 0;
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folderHasImages[norm] = hasPng;
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}
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string fileName = Path.GetFileName(norm);
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if (!folderAsSubName.ContainsKey(fileName))
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folderAsSubName[norm] = fileName; // 有图默认勾选,无图默认不勾选
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if (!folderToggles.ContainsKey(norm))
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folderToggles[norm] = folderHasImages[norm]; // 有图默认勾选,无图默认不勾选
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}
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private void CollectNodesRecursive(string current)
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{
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var dirs = Directory.GetDirectories(current);
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foreach (var d in dirs)
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{
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string norm = d.Replace('\\', '/');
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EnsureNode(norm);
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CollectNodesRecursive(norm);
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}
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}
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// 树形绘制(从根开始)
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private void DrawTreeMode()
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{
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if (!Directory.Exists(rootFolderPath))
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{
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EditorGUILayout.HelpBox("根目录不存在", MessageType.Error);
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return;
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}
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GUILayout.Label("选择要生成的子文件夹:", EditorStyles.boldLabel);
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DrawFolderTreeNode(rootFolderPath, 0);
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}
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// 单节点绘制(折叠箭头 + 名字 + Toggle + 状态),递归子节点
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private void DrawFolderTreeNode(string path, int depth)
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{
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string norm = path.Replace('\\', '/');
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string name = Path.GetFileName(norm);
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if (string.IsNullOrEmpty(name)) name = norm; // 根可能没有文件名
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// 保证节点存在
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EnsureNode(norm);
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EditorGUILayout.BeginHorizontal();
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GUILayout.Space(depth * 18f); // 缩进
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// 折叠箭头 + 名字(true 参数启用丰富样式)
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folderFoldouts[norm] = EditorGUILayout.Foldout(folderFoldouts[norm], name, true);
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// Toggle(同一行显示,宽度固定避免布局抖动)
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folderToggles[norm] = EditorGUILayout.Toggle(folderToggles[norm], GUILayout.Width(20));
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// 状态文本(自动换行)
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string status = folderHasImages[norm] ? " 有图片" : " 无图片";
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EditorGUILayout.LabelField(status, EditorStyles.wordWrappedLabel);
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EditorGUILayout.EndHorizontal();
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// 展开时绘制子目录
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if (folderFoldouts[norm])
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{
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var dirs = Directory.GetDirectories(norm);
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foreach (var d in dirs)
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{
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DrawFolderTreeNode(d, depth + 1);
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}
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}
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}
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private void OnDisable()
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{
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SavePrefs();
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SaveAnimItems();
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}
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private const string PREF_ITEMS = "AnimCreator_AnimItems";
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// 保存动画条目列表
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private void SaveAnimItems()
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|
|
{
|
|||
|
|
string json = JsonUtility.ToJson(new AnimItemListWrapper { items = this.items });
|
|||
|
|
EditorPrefs.SetString(PREF_ITEMS, json);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 加载动画条目列表
|
|||
|
|
private void LoadAnimItems()
|
|||
|
|
{
|
|||
|
|
if (EditorPrefs.HasKey(PREF_ITEMS))
|
|||
|
|
{
|
|||
|
|
string json = EditorPrefs.GetString(PREF_ITEMS);
|
|||
|
|
var wrapper = JsonUtility.FromJson<AnimItemListWrapper>(json);
|
|||
|
|
if (wrapper != null && wrapper.items != null)
|
|||
|
|
this.items = wrapper.items;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 包装类用于序列化 List<AnimItem>
|
|||
|
|
[System.Serializable]
|
|||
|
|
private class AnimItemListWrapper
|
|||
|
|
{
|
|||
|
|
public List<AnimItem> items;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
|
|||
|
|
|
|||
|
|
|
|||
|
|
|
|||
|
|
private void CreateAnimationClips()
|
|||
|
|
{
|
|||
|
|
if (folderHasImages.Count == 0)
|
|||
|
|
{
|
|||
|
|
EditorUtility.DisplayDialog("错误", "没有发现子文件夹!", "确定");
|
|||
|
|
return;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 1. 先筛选出所有选中的目录(避免循环中重复判断)
|
|||
|
|
var selectedFolders = folderToggles.Where(kv => kv.Value).Select(kv => kv.Key).ToList();
|
|||
|
|
if (selectedFolders.Count == 0)
|
|||
|
|
{
|
|||
|
|
EditorUtility.DisplayDialog("提示", "请先选中要处理的文件夹!", "确定");
|
|||
|
|
return;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 2. 计算总任务量(选中目录数 × 每个目录的动画数),让进度更平滑
|
|||
|
|
int totalTasks = selectedFolders.Count * items.Count;
|
|||
|
|
int completedTasks = 0;
|
|||
|
|
int created = 0;
|
|||
|
|
|
|||
|
|
try
|
|||
|
|
{
|
|||
|
|
foreach (var folderPath in selectedFolders)
|
|||
|
|
{
|
|||
|
|
string relativePath = folderPath.Substring(rootFolderPath.Length + 1);
|
|||
|
|
string outFolder = Path.Combine(saveFolderPath, relativePath).Replace('\\', '/');
|
|||
|
|
|
|||
|
|
// 创建输出目录(优化:统一刷新,避免多次调用 AssetDatabase.Refresh())
|
|||
|
|
if (!Directory.Exists(outFolder))
|
|||
|
|
{
|
|||
|
|
Directory.CreateDirectory(outFolder);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
foreach (var it in items)
|
|||
|
|
{
|
|||
|
|
// 3. 支持取消操作(用户点击进度条的“取消”按钮)
|
|||
|
|
if (EditorUtility.DisplayCancelableProgressBar(
|
|||
|
|
"批量创建动画",
|
|||
|
|
$"正在处理:{folderPath}\n动画:{it.animName}\n进度:{completedTasks + 1}/{totalTasks}",
|
|||
|
|
(float)completedTasks / totalTasks))
|
|||
|
|
{
|
|||
|
|
EditorUtility.DisplayDialog("提示", "操作已取消!", "确定");
|
|||
|
|
return; // 退出方法,不再继续处理
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 跳过无效帧范围的动画
|
|||
|
|
if (it.endFrame < it.startFrame)
|
|||
|
|
{
|
|||
|
|
Debug.LogError($"动画 {it.animName} 的结束帧必须 >= 开始帧,跳过。");
|
|||
|
|
completedTasks++; // 即使跳过,也计入已完成任务量(避免进度卡住)
|
|||
|
|
continue;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
int numCount = it.overrideNumCount ? it.numCount : defaultNumCount;
|
|||
|
|
|
|||
|
|
var clip = new AnimationClip { frameRate = Mathf.Max(1f, it.frameRate) };
|
|||
|
|
var binding = new EditorCurveBinding
|
|||
|
|
{
|
|||
|
|
type = typeof(SpriteRenderer),
|
|||
|
|
path = "",
|
|||
|
|
propertyName = "m_Sprite"
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
int len = it.endFrame - it.startFrame + 1;
|
|||
|
|
var keyframes = new ObjectReferenceKeyframe[len];
|
|||
|
|
int validCount = 0;
|
|||
|
|
|
|||
|
|
for (int i = 0; i < len; i++)
|
|||
|
|
{
|
|||
|
|
int frameIndex = it.startFrame + i;
|
|||
|
|
string indexStr = frameIndex.ToString("D" + numCount);
|
|||
|
|
string pngName = $"{fixedSpritePrefix}{indexStr}.png";
|
|||
|
|
string spritePath = $"{folderPath}/{pngName}";
|
|||
|
|
|
|||
|
|
Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(spritePath);
|
|||
|
|
if (sprite == null)
|
|||
|
|
{
|
|||
|
|
Debug.LogWarning($"未找到图片: {spritePath}");
|
|||
|
|
continue;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
keyframes[i] = new ObjectReferenceKeyframe
|
|||
|
|
{
|
|||
|
|
time = i / clip.frameRate,
|
|||
|
|
value = sprite
|
|||
|
|
};
|
|||
|
|
validCount++;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (validCount == 0)
|
|||
|
|
{
|
|||
|
|
Debug.LogError($"动画 {it.animName} 在文件夹 {folderPath} 未找到任何有效序列帧,跳过。");
|
|||
|
|
completedTasks++;
|
|||
|
|
continue;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
AnimationUtility.SetObjectReferenceCurve(clip, binding, keyframes);
|
|||
|
|
|
|||
|
|
// 优化输出文件名(避免路径过长,用相对路径简化)
|
|||
|
|
string folderName = Path.GetFileName(folderPath);
|
|||
|
|
string outName = $"{folderName}_{it.animName}.anim";
|
|||
|
|
string outPath = Path.Combine(outFolder, outName).Replace('\\', '/');
|
|||
|
|
|
|||
|
|
// 确保路径以 Assets/ 开头(Unity 资源路径规范)
|
|||
|
|
if (!outPath.StartsWith("Assets/"))
|
|||
|
|
{
|
|||
|
|
outPath = outPath.Replace(Application.dataPath, "Assets");
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
AssetDatabase.CreateAsset(clip, outPath);
|
|||
|
|
created++;
|
|||
|
|
completedTasks++; // 完成一个动画,更新任务计数
|
|||
|
|
Debug.Log($"已创建动画片段:{outPath}");
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 统一刷新资源数据库(优化性能,避免多次刷新)
|
|||
|
|
AssetDatabase.Refresh();
|
|||
|
|
AssetDatabase.SaveAssets();
|
|||
|
|
EditorUtility.DisplayDialog("完成", $"成功创建 {created} 个动画片段!", "确定");
|
|||
|
|
}
|
|||
|
|
catch (System.Exception e)
|
|||
|
|
{
|
|||
|
|
// 异常处理:提示错误并关闭进度条
|
|||
|
|
EditorUtility.DisplayDialog("错误", $"创建动画失败:{e.Message}\n{e.StackTrace}", "确定");
|
|||
|
|
}
|
|||
|
|
finally
|
|||
|
|
{
|
|||
|
|
// 4. 必须关闭进度条(无论成功/失败/取消)
|
|||
|
|
EditorUtility.ClearProgressBar();
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 保存设置到 EditorPrefs
|
|||
|
|
private void SavePrefs()
|
|||
|
|
{
|
|||
|
|
EditorPrefs.SetString(PREF_ROOT, rootFolderPath);
|
|||
|
|
EditorPrefs.SetString(PREF_SAVE, saveFolderPath);
|
|||
|
|
EditorPrefs.SetString(PREF_PREFIX, fixedSpritePrefix);
|
|||
|
|
EditorPrefs.SetInt(PREF_NUMCOUNT, defaultNumCount);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 加载设置
|
|||
|
|
private void LoadPrefs()
|
|||
|
|
{
|
|||
|
|
if (EditorPrefs.HasKey(PREF_ROOT)) rootFolderPath = EditorPrefs.GetString(PREF_ROOT);
|
|||
|
|
if (EditorPrefs.HasKey(PREF_SAVE)) saveFolderPath = EditorPrefs.GetString(PREF_SAVE);
|
|||
|
|
if (EditorPrefs.HasKey(PREF_PREFIX)) fixedSpritePrefix = EditorPrefs.GetString(PREF_PREFIX);
|
|||
|
|
if (EditorPrefs.HasKey(PREF_NUMCOUNT)) defaultNumCount = EditorPrefs.GetInt(PREF_NUMCOUNT);
|
|||
|
|
}
|
|||
|
|
}
|