每日自动提交 2026-04-10 18:30
@@ -1,11 +1,13 @@
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// File: Assets/Editor/PsbToUGUIWindow.cs
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.UI;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UI;
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#region 单线程
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public class PsbToUGUIWindow : EditorWindow
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{
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[Header("Inputs")]
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@@ -182,74 +184,12 @@ public class PsbToUGUIWindow : EditorWindow
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if (exportAsPng)
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{
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// ===== 导出 PNG 文件 =====
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Object prefab = PrefabUtility.GetCorrespondingObjectFromSource(sourceRoot);
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string psbPath = AssetDatabase.GetAssetPath(prefab);
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if (string.IsNullOrEmpty(psbPath))
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{
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psbPath = AssetDatabase.GetAssetPath(sr.sprite);
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}
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string psbFolder = Path.GetDirectoryName(psbPath);
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if (string.IsNullOrEmpty(psbFolder))
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{
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Debug.LogError($"无法获取有效的 psb 文件夹路径,源对象: {sourceRoot.name}");
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continue;
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}
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string psbName = Path.GetFileNameWithoutExtension(psbPath);
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string targetFolder = Path.Combine(psbFolder, psbName);
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if (!AssetDatabase.IsValidFolder(targetFolder))
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{
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AssetDatabase.CreateFolder(psbFolder, psbName);
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}
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// 使用 RenderTexture 拷贝再导出 PNG
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Sprite srcSprite = sr.sprite;
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Texture2D srcTex = srcSprite.texture;
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Rect rect = srcSprite.rect;
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int w = Mathf.RoundToInt(rect.width);
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int h = Mathf.RoundToInt(rect.height);
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RenderTexture rt = RenderTexture.GetTemporary(srcTex.width, srcTex.height, 0);
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Graphics.Blit(srcTex, rt);
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RenderTexture.active = rt;
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Texture2D outTex = new Texture2D(w, h, TextureFormat.RGBA32, false);
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outTex.ReadPixels(new Rect(rect.x, rect.y, rect.width, rect.height), 0, 0);
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outTex.Apply();
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RenderTexture.active = null;
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RenderTexture.ReleaseTemporary(rt);
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byte[] pngData = outTex.EncodeToPNG();
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string pngPath = Path.Combine(targetFolder, srcSprite.name + ".png");
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pngPath = AssetDatabase.GenerateUniqueAssetPath(pngPath);
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if (string.IsNullOrEmpty(pngPath))
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{
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Debug.LogWarning($"PNG 路径为空,跳过保存。源对象: {sourceRoot.name}");
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continue;
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}
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File.WriteAllBytes(pngPath, pngData);
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AssetDatabase.ImportAsset(pngPath);
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var texImp = AssetImporter.GetAtPath(pngPath) as TextureImporter;
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if (texImp != null)
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{
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texImp.textureType = TextureImporterType.Sprite;
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texImp.spritePixelsPerUnit = referencePPU;
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texImp.alphaIsTransparency = true;
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texImp.spritePivot = srcSprite.pivot / new Vector2(rect.width, rect.height);
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texImp.SaveAndReimport();
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}
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copiedSprite = AssetDatabase.LoadAssetAtPath<Sprite>(pngPath);
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// ===== 导出 PNG 文件(修复尺寸问题)=====
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copiedSprite = ExportSpriteAsPNG(sr.sprite, sourceRoot);
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if (copiedSprite == null)
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{
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Debug.LogError($"无法加载 Sprite: {pngPath}");
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continue;
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Debug.LogWarning($"导出 PNG 失败,使用原始 Sprite。源对象: {src.name}");
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copiedSprite = sr.sprite;
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}
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}
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else
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@@ -315,4 +255,686 @@ public class PsbToUGUIWindow : EditorWindow
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: "PSB → UGUI conversion completed (using original psb sprites).");
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}
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/// <summary>
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/// 将 Sprite 导出为 PNG 文件,并保持原始尺寸和 PPU 设置
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/// </summary>
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private Sprite ExportSpriteAsPNG(Sprite originalSprite, GameObject sourceRoot)
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{
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try
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{
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// 获取原始 Sprite 的信息
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Texture2D srcTex = originalSprite.texture;
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Rect rect = originalSprite.rect;
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int w = Mathf.RoundToInt(rect.width);
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int h = Mathf.RoundToInt(rect.height);
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// 获取原始 PPU 和 pivot
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float originalPPU = originalSprite.pixelsPerUnit;
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Vector2 pivotNormalized = new Vector2(
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originalSprite.pivot.x / rect.width,
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originalSprite.pivot.y / rect.height
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);
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// 确定保存路径
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Object prefab = PrefabUtility.GetCorrespondingObjectFromSource(sourceRoot);
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string psbPath = AssetDatabase.GetAssetPath(prefab);
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if (string.IsNullOrEmpty(psbPath))
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{
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psbPath = AssetDatabase.GetAssetPath(originalSprite);
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}
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string psbFolder = Path.GetDirectoryName(psbPath);
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if (string.IsNullOrEmpty(psbFolder))
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{
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Debug.LogError($"无法获取有效的 psb 文件夹路径,源对象: {sourceRoot.name}");
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return null;
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}
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string psbName = Path.GetFileNameWithoutExtension(psbPath);
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string targetFolder = Path.Combine(psbFolder, psbName);
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if (!AssetDatabase.IsValidFolder(targetFolder))
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{
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AssetDatabase.CreateFolder(psbFolder, psbName);
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}
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// 使用 RenderTexture 导出 PNG
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RenderTexture rt = RenderTexture.GetTemporary(srcTex.width, srcTex.height, 0, RenderTextureFormat.ARGB32);
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Graphics.Blit(srcTex, rt);
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RenderTexture.active = rt;
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Texture2D outTex = new Texture2D(w, h, TextureFormat.RGBA32, false);
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outTex.ReadPixels(new Rect(rect.x, rect.y, rect.width, rect.height), 0, 0);
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outTex.Apply();
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RenderTexture.active = null;
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RenderTexture.ReleaseTemporary(rt);
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// 保存 PNG 文件
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byte[] pngData = outTex.EncodeToPNG();
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string pngPath = Path.Combine(targetFolder, originalSprite.name + ".png");
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pngPath = AssetDatabase.GenerateUniqueAssetPath(pngPath);
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if (string.IsNullOrEmpty(pngPath))
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{
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Debug.LogWarning($"PNG 路径为空,跳过保存。源对象: {sourceRoot.name}");
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return null;
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}
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File.WriteAllBytes(pngPath, pngData);
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DestroyImmediate(outTex);
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// 导入并配置纹理
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AssetDatabase.ImportAsset(pngPath);
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var texImp = AssetImporter.GetAtPath(pngPath) as TextureImporter;
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if (texImp != null)
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{
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texImp.textureType = TextureImporterType.Sprite;
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texImp.spritePixelsPerUnit = originalPPU; // 关键:使用原始 PPU
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texImp.alphaIsTransparency = true;
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texImp.spritePivot = pivotNormalized;
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texImp.mipmapEnabled = false;
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texImp.filterMode = FilterMode.Bilinear;
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texImp.textureCompression = TextureImporterCompression.Uncompressed;
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texImp.SaveAndReimport();
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}
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Sprite result = AssetDatabase.LoadAssetAtPath<Sprite>(pngPath);
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if (result == null)
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{
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Debug.LogError($"无法加载 Sprite: {pngPath}");
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return null;
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}
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return result;
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}
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catch (System.Exception e)
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{
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Debug.LogError($"导出 PNG 时发生错误: {e.Message}\n{e.StackTrace}");
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return null;
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}
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}
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}
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#endregion
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#region 多线程Jobs
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public class PsbToUGUIWindowOptimized : EditorWindow
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{
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[Header("Inputs")]
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private GameObject sourceRoot;
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private Canvas targetCanvas;
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[Header("Config")]
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private float referencePPU = 100f;
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private bool copyAlphaFromRenderer = true;
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private bool preserveSortingOrder = true;
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private bool addRaycastTargets = false;
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private bool autoCreateCanvasIfMissing = true;
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private string parentName = "PSB_UI";
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private bool exportAsPng = false;
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// 性能优化选项
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private bool useParallelExport = true;
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private int maxParallelTasks = 4;
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[MenuItem("Tools/PSB → UGUI Converter (Jobs)")]
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public static void ShowWindow()
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{
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var win = GetWindow<PsbToUGUIWindowOptimized>("PSB → UGUI (Jobs)");
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win.minSize = new Vector2(450, 420);
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}
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private void OnGUI()
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{
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EditorGUILayout.LabelField("Source", EditorStyles.boldLabel);
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sourceRoot = (GameObject)EditorGUILayout.ObjectField(
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new GUIContent("PSB root (scene GameObject)", "Select the instantiated PSB root that contains SpriteRenderers"),
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sourceRoot, typeof(GameObject), true);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Target", EditorStyles.boldLabel);
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targetCanvas = (Canvas)EditorGUILayout.ObjectField(
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new GUIContent("Target Canvas", "Canvas to place generated UI under"),
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targetCanvas, typeof(Canvas), true);
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autoCreateCanvasIfMissing = EditorGUILayout.Toggle(
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new GUIContent("Auto-create canvas if missing", "Create an Overlay Canvas+EventSystem when none provided"),
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autoCreateCanvasIfMissing
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);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Conversion settings", EditorStyles.boldLabel);
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referencePPU = EditorGUILayout.FloatField(
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new GUIContent("Reference Pixels Per Unit", "Use the PSD Importer PPU (often 100). Controls world→UI pixel mapping"),
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referencePPU
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);
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copyAlphaFromRenderer = EditorGUILayout.Toggle(
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new GUIContent("Copy alpha from SpriteRenderer color", "Image color.a = SpriteRenderer.color.a"),
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copyAlphaFromRenderer
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);
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addRaycastTargets = EditorGUILayout.Toggle(
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new GUIContent("Enable raycast target on Images", "Turn off for purely decorative layers"),
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addRaycastTargets
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);
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preserveSortingOrder = EditorGUILayout.Toggle(
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new GUIContent("Preserve sorting order", "Use sortingOrder to set sibling order"),
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preserveSortingOrder
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);
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parentName = EditorGUILayout.TextField(
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new GUIContent("Parent name", "Name of the generated UI root under the Canvas"),
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parentName
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);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Performance", EditorStyles.boldLabel);
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exportAsPng = EditorGUILayout.Toggle(
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new GUIContent("Export sprites as PNG", "If checked, each sprite will be exported as a PNG file"),
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exportAsPng
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);
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if (exportAsPng)
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{
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useParallelExport = EditorGUILayout.Toggle(
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new GUIContent("Parallel export (faster)", "Use multiple threads to export PNGs simultaneously"),
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useParallelExport
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);
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if (useParallelExport)
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{
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maxParallelTasks = EditorGUILayout.IntSlider(
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new GUIContent("Max parallel tasks", "Number of concurrent export threads"),
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maxParallelTasks, 1, 8
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);
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}
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}
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EditorGUILayout.Space();
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using (new EditorGUI.DisabledScope(sourceRoot == null))
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{
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if (GUILayout.Button("Convert to UGUI (Optimized)"))
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{
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Convert();
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}
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}
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}
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private void Convert()
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{
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if (sourceRoot == null)
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{
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ShowNotification(new GUIContent("Select a source root."));
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return;
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}
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EditorUtility.DisplayProgressBar("Converting to UGUI (Optimized)", "Setting up canvas...", 0f);
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try
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{
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Canvas canvas = SetupCanvas();
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if (canvas == null) return;
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GameObject uiRootGO = CreateUIRoot(canvas);
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var mapping = CreateTransformMapping(uiRootGO);
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EditorUtility.DisplayProgressBar("Converting to UGUI (Optimized)", "Collecting sprite data...", 0.2f);
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// 收集所有需要处理的SpriteRenderer(在主线程)
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var spriteDataList = new List<SpriteExportData>();
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foreach (var kv in mapping)
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{
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var sr = kv.Key.GetComponent<SpriteRenderer>();
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if (sr != null && sr.sprite != null)
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||||
{
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spriteDataList.Add(new SpriteExportData
|
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{
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src = kv.Key,
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dstRT = kv.Value,
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sr = sr,
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originalSprite = sr.sprite,
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spriteName = sr.sprite.name,
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// 在主线程获取所有需要的数据
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texture = sr.sprite.texture,
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rect = sr.sprite.rect,
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originalPPU = sr.sprite.pixelsPerUnit,
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pivot = sr.sprite.pivot
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});
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}
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}
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var spriteMapping = new ConcurrentDictionary<Transform, Sprite>();
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if (exportAsPng && useParallelExport && spriteDataList.Count > 0)
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||||
{
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||||
EditorUtility.DisplayProgressBar("Converting to UGUI (Optimized)", "Exporting PNGs (parallel)...", 0.3f);
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// 准备并行任务
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var tasks = new List<Task<(Transform src, string pngPath, SpriteExportData data)>>();
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var semaphore = new SemaphoreSlim(maxParallelTasks);
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foreach (var data in spriteDataList)
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{
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tasks.Add(Task.Run(() => ExportSpritePNGAsync(data, semaphore)));
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}
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// 等待所有导出任务完成
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Task.WaitAll(tasks.ToArray());
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||||
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// 在主线程导入所有PNG
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||||
EditorUtility.DisplayProgressBar("Converting to UGUI (Optimized)", "Importing PNGs...", 0.6f);
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||||
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||||
foreach (var task in tasks)
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{
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||||
var result = task.Result;
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if (!string.IsNullOrEmpty(result.pngPath))
|
||||
{
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||||
var importedSprite = ImportPNGAsSprite(result.pngPath, result.data);
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||||
if (importedSprite != null)
|
||||
{
|
||||
spriteMapping[result.src] = importedSprite;
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||||
}
|
||||
else
|
||||
{
|
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spriteMapping[result.src] = result.data.originalSprite;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
spriteMapping[result.src] = result.data.originalSprite;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 顺序处理
|
||||
for (int i = 0; i < spriteDataList.Count; i++)
|
||||
{
|
||||
var data = spriteDataList[i];
|
||||
float progress = 0.3f + (0.5f * i / spriteDataList.Count);
|
||||
EditorUtility.DisplayProgressBar("Converting to UGUI (Optimized)", $"Processing {data.spriteName}...", progress);
|
||||
|
||||
Sprite targetSprite = data.originalSprite;
|
||||
if (exportAsPng)
|
||||
{
|
||||
targetSprite = ExportSpriteAsPNGSequential(data) ?? targetSprite;
|
||||
}
|
||||
spriteMapping[data.src] = targetSprite;
|
||||
}
|
||||
}
|
||||
|
||||
EditorUtility.DisplayProgressBar("Converting to UGUI (Optimized)", "Creating UI components...", 0.8f);
|
||||
|
||||
// 创建UI组件(必须在主线程)
|
||||
foreach (var data in spriteDataList)
|
||||
{
|
||||
if (spriteMapping.TryGetValue(data.src, out var targetSprite))
|
||||
{
|
||||
CreateUIImage(data.dstRT, targetSprite, data.sr);
|
||||
}
|
||||
}
|
||||
|
||||
if (preserveSortingOrder)
|
||||
{
|
||||
ApplySortingOrder(mapping);
|
||||
}
|
||||
|
||||
Selection.activeObject = uiRootGO;
|
||||
EditorGUIUtility.PingObject(uiRootGO);
|
||||
|
||||
Debug.Log(exportAsPng
|
||||
? $"PSB → UGUI conversion completed (sprites exported as PNG using {(useParallelExport ? "parallel" : "sequential")} mode)."
|
||||
: "PSB → UGUI conversion completed (using original psb sprites).");
|
||||
}
|
||||
finally
|
||||
{
|
||||
EditorUtility.ClearProgressBar();
|
||||
}
|
||||
}
|
||||
|
||||
private Canvas SetupCanvas()
|
||||
{
|
||||
Canvas canvas = targetCanvas;
|
||||
if (canvas == null && autoCreateCanvasIfMissing)
|
||||
{
|
||||
var canvasGO = new GameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||
canvas = canvasGO.GetComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
var scaler = canvasGO.GetComponent<CanvasScaler>();
|
||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
scaler.referenceResolution = new Vector2(1920, 1080);
|
||||
scaler.referencePixelsPerUnit = referencePPU;
|
||||
|
||||
if (FindObjectOfType<UnityEngine.EventSystems.EventSystem>() == null)
|
||||
{
|
||||
var es = new GameObject("EventSystem", typeof(UnityEngine.EventSystems.EventSystem), typeof(UnityEngine.EventSystems.StandaloneInputModule));
|
||||
Undo.RegisterCreatedObjectUndo(es, "Create EventSystem");
|
||||
}
|
||||
|
||||
Undo.RegisterCreatedObjectUndo(canvasGO, "Create Canvas");
|
||||
}
|
||||
|
||||
if (canvas == null)
|
||||
{
|
||||
ShowNotification(new GUIContent("Provide a Canvas or enable auto-create."));
|
||||
return null;
|
||||
}
|
||||
|
||||
return canvas;
|
||||
}
|
||||
|
||||
private GameObject CreateUIRoot(Canvas canvas)
|
||||
{
|
||||
GameObject uiRootGO = new GameObject(string.IsNullOrEmpty(parentName) ? "PSB_UI" : parentName, typeof(RectTransform));
|
||||
Undo.RegisterCreatedObjectUndo(uiRootGO, "Create UI Root");
|
||||
uiRootGO.transform.SetParent(canvas.transform, false);
|
||||
var uiRootRT = uiRootGO.GetComponent<RectTransform>();
|
||||
uiRootRT.anchorMin = new Vector2(0.5f, 0.5f);
|
||||
uiRootRT.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
uiRootRT.pivot = new Vector2(0.5f, 0.5f);
|
||||
uiRootRT.anchoredPosition = Vector2.zero;
|
||||
uiRootRT.localScale = Vector3.one;
|
||||
|
||||
return uiRootGO;
|
||||
}
|
||||
|
||||
private Dictionary<Transform, RectTransform> CreateTransformMapping(GameObject uiRootGO)
|
||||
{
|
||||
var mapping = new Dictionary<Transform, RectTransform>();
|
||||
mapping[sourceRoot.transform] = uiRootGO.GetComponent<RectTransform>();
|
||||
|
||||
var all = sourceRoot.GetComponentsInChildren<Transform>(true)
|
||||
.OrderBy(t => t == sourceRoot.transform ? -1 : 0)
|
||||
.ThenBy(t => t.GetSiblingIndex())
|
||||
.ToList();
|
||||
|
||||
foreach (var t in all)
|
||||
{
|
||||
if (t == sourceRoot.transform) continue;
|
||||
if (!mapping.TryGetValue(t.parent, out var parentRT))
|
||||
{
|
||||
Debug.LogWarning($"Parent mapping missing for {t.name}. Skipping.");
|
||||
continue;
|
||||
}
|
||||
|
||||
var containerGO = new GameObject(t.name, typeof(RectTransform));
|
||||
Undo.RegisterCreatedObjectUndo(containerGO, "Create UI Container");
|
||||
var rt = containerGO.GetComponent<RectTransform>();
|
||||
containerGO.transform.SetParent(parentRT, false);
|
||||
|
||||
rt.localPosition = t.localPosition * referencePPU;
|
||||
rt.localRotation = t.localRotation;
|
||||
rt.localScale = t.localScale;
|
||||
|
||||
rt.anchorMin = new Vector2(0.5f, 0.5f);
|
||||
rt.anchorMax = new Vector2(0.5f, 0.5f);
|
||||
rt.pivot = new Vector2(0.5f, 0.5f);
|
||||
|
||||
mapping[t] = rt;
|
||||
}
|
||||
|
||||
return mapping;
|
||||
}
|
||||
|
||||
private void CreateUIImage(RectTransform dstRT, Sprite sprite, SpriteRenderer sr)
|
||||
{
|
||||
var img = dstRT.gameObject.AddComponent<Image>();
|
||||
img.sprite = sprite;
|
||||
img.preserveAspect = false;
|
||||
img.raycastTarget = addRaycastTargets;
|
||||
|
||||
if (copyAlphaFromRenderer)
|
||||
{
|
||||
var c = img.color;
|
||||
c.a = sr.color.a;
|
||||
img.color = c;
|
||||
}
|
||||
|
||||
img.SetNativeSize();
|
||||
dstRT.pivot = sprite.pivot / new Vector2(sprite.rect.width, sprite.rect.height);
|
||||
}
|
||||
|
||||
private void ApplySortingOrder(Dictionary<Transform, RectTransform> mapping)
|
||||
{
|
||||
var parents = mapping.Values.Select(rt => rt.parent).Distinct().Where(p => p != null);
|
||||
foreach (var p in parents)
|
||||
{
|
||||
var children = new List<RectTransform>();
|
||||
for (int i = 0; i < p.childCount; i++)
|
||||
{
|
||||
children.Add(p.GetChild(i) as RectTransform);
|
||||
}
|
||||
|
||||
children = children
|
||||
.OrderBy(rt =>
|
||||
{
|
||||
var correspondingSrc = mapping.FirstOrDefault(x => x.Value == rt).Key;
|
||||
var sr = correspondingSrc != null ? correspondingSrc.GetComponent<SpriteRenderer>() : null;
|
||||
return sr != null ? sr.sortingOrder : 0;
|
||||
})
|
||||
.ThenBy(rt => rt.name)
|
||||
.ToList();
|
||||
|
||||
for (int i = 0; i < children.Count; i++)
|
||||
{
|
||||
children[i].SetSiblingIndex(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 异步导出PNG(在工作线程执行编码)
|
||||
private (Transform src, string pngPath, SpriteExportData data) ExportSpritePNGAsync(SpriteExportData data, SemaphoreSlim semaphore)
|
||||
{
|
||||
semaphore.Wait();
|
||||
try
|
||||
{
|
||||
string pngPath = ExportSpritePNGFromData(data);
|
||||
return (data.src, pngPath, data);
|
||||
}
|
||||
finally
|
||||
{
|
||||
semaphore.Release();
|
||||
}
|
||||
}
|
||||
|
||||
// 从已收集的数据导出PNG(可以在工作线程执行)
|
||||
private string ExportSpritePNGFromData(SpriteExportData data)
|
||||
{
|
||||
try
|
||||
{
|
||||
int w = Mathf.RoundToInt(data.rect.width);
|
||||
int h = Mathf.RoundToInt(data.rect.height);
|
||||
|
||||
// 读取纹理数据
|
||||
Color[] pixels = data.texture.GetPixels((int)data.rect.x, (int)data.rect.y, w, h);
|
||||
|
||||
// 创建纹理并编码
|
||||
Texture2D outTex = new Texture2D(w, h, TextureFormat.RGBA32, false);
|
||||
outTex.SetPixels(pixels);
|
||||
outTex.Apply();
|
||||
|
||||
byte[] pngData = outTex.EncodeToPNG();
|
||||
|
||||
// 确定保存路径
|
||||
string targetFolder = GetOrCreateTargetFolder(data);
|
||||
if (string.IsNullOrEmpty(targetFolder))
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(outTex);
|
||||
return null;
|
||||
}
|
||||
|
||||
string pngPath = Path.Combine(targetFolder, data.spriteName + ".png");
|
||||
|
||||
// 确保文件名唯一
|
||||
int counter = 1;
|
||||
string originalPath = pngPath;
|
||||
while (File.Exists(pngPath))
|
||||
{
|
||||
pngPath = Path.Combine(targetFolder, $"{data.spriteName}_{counter}.png");
|
||||
counter++;
|
||||
}
|
||||
|
||||
File.WriteAllBytes(pngPath, pngData);
|
||||
UnityEngine.Object.DestroyImmediate(outTex);
|
||||
|
||||
return pngPath;
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogError($"导出 PNG 时发生错误 ({data.spriteName}): {e.Message}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
// 在主线程导入PNG为Sprite
|
||||
private Sprite ImportPNGAsSprite(string pngPath, SpriteExportData data)
|
||||
{
|
||||
try
|
||||
{
|
||||
AssetDatabase.ImportAsset(pngPath);
|
||||
var texImp = AssetImporter.GetAtPath(pngPath) as TextureImporter;
|
||||
if (texImp != null)
|
||||
{
|
||||
texImp.textureType = TextureImporterType.Sprite;
|
||||
texImp.spritePixelsPerUnit = data.originalPPU;
|
||||
texImp.alphaIsTransparency = true;
|
||||
|
||||
Vector2 pivotNormalized = new Vector2(
|
||||
data.pivot.x / data.rect.width,
|
||||
data.pivot.y / data.rect.height
|
||||
);
|
||||
texImp.spritePivot = pivotNormalized;
|
||||
texImp.mipmapEnabled = false;
|
||||
texImp.filterMode = FilterMode.Bilinear;
|
||||
texImp.textureCompression = TextureImporterCompression.Uncompressed;
|
||||
texImp.SaveAndReimport();
|
||||
}
|
||||
|
||||
return AssetDatabase.LoadAssetAtPath<Sprite>(pngPath);
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogError($"导入 PNG 时发生错误 ({pngPath}): {e.Message}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
// 顺序版本 - 完整功能
|
||||
private Sprite ExportSpriteAsPNGSequential(SpriteExportData data)
|
||||
{
|
||||
try
|
||||
{
|
||||
int w = Mathf.RoundToInt(data.rect.width);
|
||||
int h = Mathf.RoundToInt(data.rect.height);
|
||||
|
||||
RenderTexture rt = RenderTexture.GetTemporary(data.texture.width, data.texture.height, 0, RenderTextureFormat.ARGB32);
|
||||
Graphics.Blit(data.texture, rt);
|
||||
RenderTexture.active = rt;
|
||||
|
||||
Texture2D outTex = new Texture2D(w, h, TextureFormat.RGBA32, false);
|
||||
outTex.ReadPixels(new Rect(data.rect.x, data.rect.y, data.rect.width, data.rect.height), 0, 0);
|
||||
outTex.Apply();
|
||||
|
||||
RenderTexture.active = null;
|
||||
RenderTexture.ReleaseTemporary(rt);
|
||||
|
||||
byte[] pngData = outTex.EncodeToPNG();
|
||||
|
||||
string targetFolder = GetOrCreateTargetFolder(data);
|
||||
if (string.IsNullOrEmpty(targetFolder))
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(outTex);
|
||||
return null;
|
||||
}
|
||||
|
||||
string pngPath = Path.Combine(targetFolder, data.spriteName + ".png");
|
||||
pngPath = AssetDatabase.GenerateUniqueAssetPath(pngPath);
|
||||
|
||||
if (string.IsNullOrEmpty(pngPath))
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(outTex);
|
||||
return null;
|
||||
}
|
||||
|
||||
File.WriteAllBytes(pngPath, pngData);
|
||||
UnityEngine.Object.DestroyImmediate(outTex);
|
||||
|
||||
AssetDatabase.ImportAsset(pngPath);
|
||||
var texImp = AssetImporter.GetAtPath(pngPath) as TextureImporter;
|
||||
if (texImp != null)
|
||||
{
|
||||
texImp.textureType = TextureImporterType.Sprite;
|
||||
texImp.spritePixelsPerUnit = data.originalPPU;
|
||||
texImp.alphaIsTransparency = true;
|
||||
|
||||
Vector2 pivotNormalized = new Vector2(
|
||||
data.pivot.x / data.rect.width,
|
||||
data.pivot.y / data.rect.height
|
||||
);
|
||||
texImp.spritePivot = pivotNormalized;
|
||||
texImp.mipmapEnabled = false;
|
||||
texImp.filterMode = FilterMode.Bilinear;
|
||||
texImp.textureCompression = TextureImporterCompression.Uncompressed;
|
||||
texImp.SaveAndReimport();
|
||||
}
|
||||
|
||||
return AssetDatabase.LoadAssetAtPath<Sprite>(pngPath);
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogError($"导出 PNG 时发生错误 ({data.spriteName}): {e.Message}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
private string GetOrCreateTargetFolder(SpriteExportData data)
|
||||
{
|
||||
Object prefab = PrefabUtility.GetCorrespondingObjectFromSource(sourceRoot);
|
||||
string psbPath = AssetDatabase.GetAssetPath(prefab);
|
||||
if (string.IsNullOrEmpty(psbPath))
|
||||
{
|
||||
psbPath = AssetDatabase.GetAssetPath(data.originalSprite);
|
||||
}
|
||||
|
||||
string psbFolder = Path.GetDirectoryName(psbPath);
|
||||
if (string.IsNullOrEmpty(psbFolder))
|
||||
{
|
||||
Debug.LogError($"无法获取有效的 psb 文件夹路径,源对象: {sourceRoot.name}");
|
||||
return null;
|
||||
}
|
||||
|
||||
string psbName = Path.GetFileNameWithoutExtension(psbPath);
|
||||
string targetFolder = Path.Combine(psbFolder, psbName);
|
||||
|
||||
// 确保在主线程创建文件夹
|
||||
if (!AssetDatabase.IsValidFolder(targetFolder))
|
||||
{
|
||||
// 这个操作必须在主线程,所以如果当前在子线程就返回null
|
||||
if (System.Threading.Thread.CurrentThread.ManagedThreadId != 1)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
AssetDatabase.CreateFolder(psbFolder, psbName);
|
||||
}
|
||||
|
||||
return targetFolder;
|
||||
}
|
||||
|
||||
// 数据容器,用于传递Sprite信息
|
||||
private class SpriteExportData
|
||||
{
|
||||
public Transform src;
|
||||
public RectTransform dstRT;
|
||||
public SpriteRenderer sr;
|
||||
public Sprite originalSprite;
|
||||
public string spriteName;
|
||||
public Texture2D texture;
|
||||
public Rect rect;
|
||||
public float originalPPU;
|
||||
public Vector2 pivot;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
@@ -20897,6 +20897,11 @@ PrefabInstance:
|
||||
serializedVersion: 3
|
||||
m_TransformParent: {fileID: 1096182889}
|
||||
m_Modifications:
|
||||
- target: {fileID: 842724783975586497, guid: 8da2f97ccd96f8044b1c634d075e27f7,
|
||||
type: 3}
|
||||
propertyPath: m_SizeDelta.x
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 1343499804997203489, guid: 8da2f97ccd96f8044b1c634d075e27f7,
|
||||
type: 3}
|
||||
propertyPath: m_Pivot.x
|
||||
@@ -21002,19 +21007,15 @@ PrefabInstance:
|
||||
propertyPath: m_Name
|
||||
value: EmailPanel
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 8003324602425301055, guid: 8da2f97ccd96f8044b1c634d075e27f7,
|
||||
- target: {fileID: 8497601212215982911, guid: 8da2f97ccd96f8044b1c634d075e27f7,
|
||||
type: 3}
|
||||
propertyPath: btn_Close
|
||||
value:
|
||||
objectReference: {fileID: 3827523992361101560}
|
||||
propertyPath: m_SizeDelta.y
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
m_RemovedComponents: []
|
||||
m_RemovedGameObjects: []
|
||||
m_AddedGameObjects: []
|
||||
m_AddedComponents:
|
||||
- targetCorrespondingSourceObject: {fileID: 7778631856578640977, guid: 8da2f97ccd96f8044b1c634d075e27f7,
|
||||
type: 3}
|
||||
insertIndex: -1
|
||||
addedObject: {fileID: 3827523992361101560}
|
||||
m_AddedComponents: []
|
||||
m_SourcePrefab: {fileID: 100100000, guid: 8da2f97ccd96f8044b1c634d075e27f7, type: 3}
|
||||
--- !u!224 &3827523992361101557 stripped
|
||||
RectTransform:
|
||||
@@ -21022,68 +21023,6 @@ RectTransform:
|
||||
type: 3}
|
||||
m_PrefabInstance: {fileID: 3827523992361101556}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
--- !u!1 &3827523992361101558 stripped
|
||||
GameObject:
|
||||
m_CorrespondingSourceObject: {fileID: 7778631856578640977, guid: 8da2f97ccd96f8044b1c634d075e27f7,
|
||||
type: 3}
|
||||
m_PrefabInstance: {fileID: 3827523992361101556}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
--- !u!114 &3827523992361101559 stripped
|
||||
MonoBehaviour:
|
||||
m_CorrespondingSourceObject: {fileID: 3702121572231826828, guid: 8da2f97ccd96f8044b1c634d075e27f7,
|
||||
type: 3}
|
||||
m_PrefabInstance: {fileID: 3827523992361101556}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 3827523992361101558}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
--- !u!114 &3827523992361101560
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 3827523992361101558}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 4e29b1a8efbd4b44bb3f3716e73f07ff, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_Navigation:
|
||||
m_Mode: 3
|
||||
m_WrapAround: 0
|
||||
m_SelectOnUp: {fileID: 0}
|
||||
m_SelectOnDown: {fileID: 0}
|
||||
m_SelectOnLeft: {fileID: 0}
|
||||
m_SelectOnRight: {fileID: 0}
|
||||
m_Transition: 1
|
||||
m_Colors:
|
||||
m_NormalColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
|
||||
m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1}
|
||||
m_SelectedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
|
||||
m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
|
||||
m_ColorMultiplier: 1
|
||||
m_FadeDuration: 0.1
|
||||
m_SpriteState:
|
||||
m_HighlightedSprite: {fileID: 0}
|
||||
m_PressedSprite: {fileID: 0}
|
||||
m_SelectedSprite: {fileID: 0}
|
||||
m_DisabledSprite: {fileID: 0}
|
||||
m_AnimationTriggers:
|
||||
m_NormalTrigger: Normal
|
||||
m_HighlightedTrigger: Highlighted
|
||||
m_PressedTrigger: Pressed
|
||||
m_SelectedTrigger: Selected
|
||||
m_DisabledTrigger: Disabled
|
||||
m_Interactable: 1
|
||||
m_TargetGraphic: {fileID: 3827523992361101559}
|
||||
m_OnClick:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
--- !u!1001 &4770699571205964872
|
||||
PrefabInstance:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
@@ -95,6 +95,37 @@ namespace Assets.MyGame.Scripts.Net
|
||||
|
||||
// ---------------- System ----------------
|
||||
dic_API[APIType.System_AddUser] = "/api/System/user/add";
|
||||
|
||||
// ---------------- BeautifulNumber ----------------
|
||||
dic_API[APIType.BeautifulNumber_Available] = "/api/BeautifulNumber/available";
|
||||
dic_API[APIType.BeautifulNumber_Check] = "/api/BeautifulNumber/check/{number}";
|
||||
|
||||
// ---------------- Feedback ----------------
|
||||
dic_API[APIType.Feedback_Submit] = "/api/Feedback/Submit";
|
||||
dic_API[APIType.Feedback_MyList] = "/api/Feedback/MyList";
|
||||
dic_API[APIType.Feedback_Detail] = "/api/Feedback/Detail";
|
||||
|
||||
// ---------------- Hall(补充)----------------
|
||||
dic_API[APIType.Hall_GetUserRewardList] = "/api/Hall/GetUserRewardList";
|
||||
|
||||
// ---------------- Login(补充)----------------
|
||||
dic_API[APIType.Login_GetDateTime] = "/api/Login/GetDateTime";
|
||||
|
||||
// ---------------- User ----------------
|
||||
dic_API[APIType.User_RealNameAuth] = "/api/User/RealNameAuth";
|
||||
dic_API[APIType.User_UpdateUserName] = "/api/User/UpdateUserName";
|
||||
dic_API[APIType.User_BindWX] = "/api/User/BindWX";
|
||||
dic_API[APIType.User_BindMobile] = "/api/User/BindMobile";
|
||||
dic_API[APIType.User_UpdateAvatar] = "/api/User/UpdateAvatar";
|
||||
dic_API[APIType.User_GetUser] = "/api/User/GetUser";
|
||||
dic_API[APIType.User_GetUserList] = "/api/User/GetUserList";
|
||||
dic_API[APIType.User_SendEmail] = "/api/User/SendEmail";
|
||||
dic_API[APIType.User_GetEmail] = "/api/User/GetEmail";
|
||||
dic_API[APIType.User_RewardEmail] = "/api/User/RewardEmail";
|
||||
dic_API[APIType.User_DeleteEmail] = "/api/User/DeleteEmail";
|
||||
dic_API[APIType.User_ReadEmailMore] = "/api/User/ReadEmailMore";
|
||||
dic_API[APIType.User_GetNoReadCount] = "/api/User/GetNoReadCount";
|
||||
dic_API[APIType.User_GetEmailByPage] = "/api/User/GetEmailByPage";
|
||||
}
|
||||
|
||||
// ---------------- GET ----------------
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Assets.MyGame.Scripts.Net.APIRequest.Objs
|
||||
{
|
||||
[Serializable]
|
||||
public class GetEmailByPageObj:RequestObjBase
|
||||
{
|
||||
public string keyWord;
|
||||
public int pageIndex;
|
||||
public int pageSize;
|
||||
public int readStatus;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d4cf1e550f8f7b84091ecdd30ee2979e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,45 @@
|
||||
using System;
|
||||
|
||||
namespace Assets.MyGame.Scripts.Net.APIRequest.Params
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取邮件详情(GET)
|
||||
/// 参数:id(邮件ID)
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class GetEmailParam : RequestParamBase
|
||||
{
|
||||
/// <summary>邮件 ID</summary>
|
||||
public string id;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 领取邮箱奖励(GET)
|
||||
/// type: 1=指定邮件 2=全部未领取的
|
||||
/// id: type=1 时传邮件 ID,type=2 可不传
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class RewardEmailParam : RequestParamBase
|
||||
{
|
||||
/// <summary>1=指定邮件 2=全部未领取的</summary>
|
||||
public int type;
|
||||
|
||||
/// <summary>邮件 ID(type=1 时必填)</summary>
|
||||
public string id;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 删除已读邮件(GET)
|
||||
/// type: 1=指定邮件 2=全部已读已领取邮件
|
||||
/// id: type=1 时传邮件 ID,type=2 可不传
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class DeleteEmailParam : RequestParamBase
|
||||
{
|
||||
/// <summary>1=指定邮件 2=全部已读已领取邮件</summary>
|
||||
public int type;
|
||||
|
||||
/// <summary>邮件 ID(type=1 时必填)</summary>
|
||||
public string id;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,72 @@
|
||||
using Assets.MyGame.Scripts.Net.APIRequest.Objs;
|
||||
using Assets.MyGame.Scripts.Net.APIRequest.Params;
|
||||
using Assets.MyGame.Scripts.Net.APIResponses.HomeMain_User;
|
||||
using System;
|
||||
|
||||
namespace Assets.MyGame.Scripts.Net
|
||||
{
|
||||
public static partial class APIRequestList
|
||||
{
|
||||
#region User_Email
|
||||
|
||||
/// <summary>
|
||||
/// 获取邮件列表(POST)
|
||||
/// 参数:keyWord / pageIndex / pageSize / readStatus
|
||||
/// 返回:GetEmailByPageResponse(邮件列表,分页)
|
||||
/// </summary>
|
||||
public static void GetEmailByPage(GetEmailByPageObj req, Action<GetEmailByPageResponse> callback)
|
||||
{
|
||||
APIManager.Response<GetEmailByPageResponse>(APIType.User_GetEmailByPage, req, callback);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取邮件详情,未读自动变为已读(GET)
|
||||
/// 参数:邮件 id (Param)
|
||||
/// 返回:GetEmailByPageResponse(单封邮件)
|
||||
/// </summary>
|
||||
public static void GetEmail(GetEmailParam req, Action<GetEmailByPageResponse> callback)
|
||||
{
|
||||
APIManager.Response<GetEmailByPageResponse>(APIType.User_GetEmail, req, callback);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 领取邮箱奖励(GET)
|
||||
/// 参数:邮件 id (Param)
|
||||
/// 返回:string(结果提示)
|
||||
/// </summary>
|
||||
public static void RewardEmail(RewardEmailParam req, Action<string> callback)
|
||||
{
|
||||
APIManager.Response<string>(APIType.User_RewardEmail, req, callback);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 删除已读邮件(GET)
|
||||
/// 参数:邮件 id (Param)
|
||||
/// 返回:string(结果提示)
|
||||
/// </summary>
|
||||
public static void DeleteEmail(DeleteEmailParam req, Action<string> callback)
|
||||
{
|
||||
APIManager.Response<string>(APIType.User_DeleteEmail, req, callback);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 一键阅读所有未读邮件(GET,无参)
|
||||
/// 返回:string(结果提示)
|
||||
/// </summary>
|
||||
public static void ReadEmailMore(Action<string> callback)
|
||||
{
|
||||
APIManager.Response<string>(APIType.User_ReadEmailMore, callback);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取未读邮件数量(GET,无参)
|
||||
/// 返回:long(未读数量)
|
||||
/// </summary>
|
||||
public static void GetNoReadCount(Action<long> callback)
|
||||
{
|
||||
APIManager.Response<long>(APIType.User_GetNoReadCount, callback);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a61f39502f16c9e49bb30accc8e5415a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -8,5 +8,5 @@ public class APIResponse<T>
|
||||
public int code;
|
||||
public string info;
|
||||
public T data;
|
||||
|
||||
public int count;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
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guid: c0ae58a1cbed9fd409487890940edf57
|
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folderAsset: yes
|
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DefaultImporter:
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externalObjects: {}
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||||
userData:
|
||||
assetBundleName:
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assetBundleVariant:
|
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@@ -0,0 +1,46 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Assets.MyGame.Scripts.Net.APIResponses.HomeMain_User
|
||||
{
|
||||
[Serializable]
|
||||
public class GetEmailByPageResponse
|
||||
{
|
||||
public string id;
|
||||
public bool isDelete;
|
||||
public CreateInfo createInfo;
|
||||
public string userId;
|
||||
public string title;
|
||||
public string content;
|
||||
public long sendTime;
|
||||
public long readTime;
|
||||
public bool isRead;
|
||||
public bool isReward;
|
||||
public int rewardDiamond;
|
||||
public int rewardGold;
|
||||
public List<RewardItem> rewardItems;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class CreateInfo
|
||||
{
|
||||
public string userId;
|
||||
public string userName;
|
||||
public long optionTime;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class RewardItem
|
||||
{
|
||||
public string number;
|
||||
public string name;
|
||||
public string desc;
|
||||
public string imageUrl;
|
||||
public int type;
|
||||
public int level;
|
||||
public int count;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 58538174a4f1cf24c8b70779ba9f769b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: d130f9f184c3ff34eb8c8fee71d6138f
|
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,16 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Assets.MyGame.Scripts.Net.APIResponses.Login_SubClass
|
||||
{
|
||||
[Serializable]
|
||||
public class DefaultAPIResponse
|
||||
{
|
||||
public int code;
|
||||
public string? info;
|
||||
public string data;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: 3c56ed098f6dd7c4c99acaad8c769ed7
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
||||
@@ -196,6 +196,79 @@
|
||||
|
||||
// ---------------- System ----------------
|
||||
/// <summary>添加系统用户(POST)</summary>
|
||||
System_AddUser
|
||||
System_AddUser,
|
||||
|
||||
|
||||
// ---------------- BeautifulNumber ----------------
|
||||
/// <summary>获取可购买的靓号列表(GET)</summary>
|
||||
BeautifulNumber_Available,
|
||||
|
||||
/// <summary>查询靓号信息(GET)</summary>
|
||||
BeautifulNumber_Check,
|
||||
|
||||
|
||||
// ---------------- Feedback ----------------
|
||||
/// <summary>提交反馈(POST)</summary>
|
||||
Feedback_Submit,
|
||||
|
||||
/// <summary>获取我的反馈列表(GET)</summary>
|
||||
Feedback_MyList,
|
||||
|
||||
/// <summary>获取反馈详情(GET)</summary>
|
||||
Feedback_Detail,
|
||||
|
||||
|
||||
// ---------------- Hall(补充)----------------
|
||||
/// <summary>获取资产变动记录(GET)</summary>
|
||||
Hall_GetUserRewardList,
|
||||
|
||||
|
||||
// ---------------- Login(补充)----------------
|
||||
/// <summary>获取服务器时间(GET)</summary>
|
||||
Login_GetDateTime,
|
||||
|
||||
|
||||
// ---------------- User ----------------
|
||||
/// <summary>实名认证(GET)</summary>
|
||||
User_RealNameAuth,
|
||||
|
||||
/// <summary>修改名称(GET)</summary>
|
||||
User_UpdateUserName,
|
||||
|
||||
/// <summary>绑定微信(GET)</summary>
|
||||
User_BindWX,
|
||||
|
||||
/// <summary>绑定手机号(GET)</summary>
|
||||
User_BindMobile,
|
||||
|
||||
/// <summary>更新头像(GET)</summary>
|
||||
User_UpdateAvatar,
|
||||
|
||||
/// <summary>获取用户信息(GET)</summary>
|
||||
User_GetUser,
|
||||
|
||||
/// <summary>获取用户列表·分页查询(POST)</summary>
|
||||
User_GetUserList,
|
||||
|
||||
/// <summary>发送邮件(POST)</summary>
|
||||
User_SendEmail,
|
||||
|
||||
/// <summary>获取邮件·未读变已读(GET)</summary>
|
||||
User_GetEmail,
|
||||
|
||||
/// <summary>领取邮箱奖励(GET)</summary>
|
||||
User_RewardEmail,
|
||||
|
||||
/// <summary>删除已读邮件(GET)</summary>
|
||||
User_DeleteEmail,
|
||||
|
||||
/// <summary>一键阅读(GET)</summary>
|
||||
User_ReadEmailMore,
|
||||
|
||||
/// <summary>获取未读邮件数量(GET)</summary>
|
||||
User_GetNoReadCount,
|
||||
|
||||
/// <summary>获取邮件列表(POST)</summary>
|
||||
User_GetEmailByPage,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -170,7 +170,7 @@ RectTransform:
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@@ -1158,6 +1159,50 @@ MonoBehaviour:
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@@ -1320,7 +1365,7 @@ GameObject:
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