jump-game/Jump Game/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_SpriteAssetMenu.cs
2020-01-29 10:05:38 +02:00

329 lines
14 KiB
C#

using UnityEngine;
using UnityEngine.TextCore;
using UnityEditor;
using System.Linq;
using System.IO;
using System.Collections;
using System.Collections.Generic;
namespace TMPro.EditorUtilities
{
public static class TMP_SpriteAssetMenu
{
// Add a Context Menu to the Sprite Asset Editor Panel to Create and Add a Default Material.
[MenuItem("CONTEXT/TMP_SpriteAsset/Add Default Material", false, 2200)]
static void CopyTexture(MenuCommand command)
{
TMP_SpriteAsset spriteAsset = (TMP_SpriteAsset)command.context;
// Make sure the sprite asset already contains a default material
if (spriteAsset != null && spriteAsset.material == null)
{
// Add new default material for sprite asset.
AddDefaultMaterial(spriteAsset);
}
}
// Add a Context Menu to the Sprite Asset Editor Panel to update existing sprite assets.
[MenuItem("CONTEXT/TMP_SpriteAsset/Update Sprite Asset", false, 2100)]
static void UpdateSpriteAsset(MenuCommand command)
{
TMP_SpriteAsset spriteAsset = (TMP_SpriteAsset)command.context;
if (spriteAsset == null)
return;
// Get a list of all the sprites contained in the texture referenced by the sprite asset.
// This only works if the texture is set to sprite mode.
string filePath = AssetDatabase.GetAssetPath(spriteAsset.spriteSheet);
if (string.IsNullOrEmpty(filePath))
return;
// Get all the Sprites sorted Left to Right / Top to Bottom
Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray();
List<TMP_SpriteGlyph> spriteGlyphTable = spriteAsset.spriteGlyphTable;
// Finding available glyph indexes to insert new glyphs into.
var tempGlyphTable = spriteGlyphTable.OrderBy(glyph => glyph.index).ToList();
List<uint> availableGlyphIndexes = new List<uint>();
int elementIndex = 0;
for (uint i = 0; i < tempGlyphTable[tempGlyphTable.Count - 1].index; i++)
{
uint currentElementIndex = tempGlyphTable[elementIndex].index;
if (i == currentElementIndex)
elementIndex += 1;
else
availableGlyphIndexes.Add(i);
}
// Iterate over each of the sprites in the texture to try to match them to existing sprites in the sprite asset.
for (int i = 0; i < sprites.Length; i++)
{
int id = sprites[i].GetInstanceID();
int glyphIndex = spriteGlyphTable.FindIndex(item => item.sprite.GetInstanceID() == id);
if (glyphIndex == -1)
{
// Add new Sprite Glyph to the table
Sprite sprite = sprites[i];
TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph();
// Get available glyph index
if (availableGlyphIndexes.Count > 0)
{
spriteGlyph.index = availableGlyphIndexes[0];
availableGlyphIndexes.RemoveAt(0);
}
else
spriteGlyph.index = (uint)spriteGlyphTable.Count;
spriteGlyph.metrics = new GlyphMetrics(sprite.rect.width, sprite.rect.height, -sprite.pivot.x, sprite.rect.height - sprite.pivot.y, sprite.rect.width);
spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
spriteGlyph.scale = 1.0f;
spriteGlyph.sprite = sprite;
spriteGlyphTable.Add(spriteGlyph);
TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter(0, spriteGlyph);
spriteCharacter.name = sprite.name;
spriteCharacter.scale = 1.0f;
spriteAsset.spriteCharacterTable.Add(spriteCharacter);
}
else
{
// Look for changes in existing Sprite Glyph
Sprite sprite = sprites[i];
TMP_SpriteGlyph spriteGlyph = spriteGlyphTable[glyphIndex];
// We only update changes to the sprite position / glyph rect.
if (spriteGlyph.glyphRect.x != sprite.rect.x || spriteGlyph.glyphRect.y != sprite.rect.y || spriteGlyph.glyphRect.width != sprite.rect.width || spriteGlyph.glyphRect.height != sprite.rect.height)
spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
}
}
// Sort glyph table by glyph index
spriteAsset.SortGlyphTable();
spriteAsset.UpdateLookupTables();
TMPro_EventManager.ON_SPRITE_ASSET_PROPERTY_CHANGED(true, spriteAsset);
}
[MenuItem("Assets/Create/TextMeshPro/Sprite Asset", false, 110)]
public static void CreateSpriteAsset()
{
Object target = Selection.activeObject;
// Make sure the selection is a texture.
if (target == null || target.GetType() != typeof(Texture2D))
{
Debug.LogWarning("A texture which contains sprites must first be selected in order to create a TextMesh Pro Sprite Asset.");
return;
}
Texture2D sourceTex = target as Texture2D;
// Get the path to the selected texture.
string filePathWithName = AssetDatabase.GetAssetPath(sourceTex);
string fileNameWithExtension = Path.GetFileName(filePathWithName);
string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(filePathWithName);
string filePath = filePathWithName.Replace(fileNameWithExtension, "");
// Check if Sprite Asset already exists
TMP_SpriteAsset spriteAsset = AssetDatabase.LoadAssetAtPath(filePath + fileNameWithoutExtension + ".asset", typeof(TMP_SpriteAsset)) as TMP_SpriteAsset;
bool isNewAsset = spriteAsset == null ? true : false;
if (isNewAsset)
{
// Create new Sprite Asset using this texture
spriteAsset = ScriptableObject.CreateInstance<TMP_SpriteAsset>();
AssetDatabase.CreateAsset(spriteAsset, filePath + fileNameWithoutExtension + ".asset");
spriteAsset.version = "1.1.0";
// Compute the hash code for the sprite asset.
spriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteAsset.name);
// Assign new Sprite Sheet texture to the Sprite Asset.
spriteAsset.spriteSheet = sourceTex;
List<TMP_SpriteGlyph> spriteGlyphTable = new List<TMP_SpriteGlyph>();
List<TMP_SpriteCharacter> spriteCharacterTable = new List<TMP_SpriteCharacter>();
PopulateSpriteTables(sourceTex, ref spriteCharacterTable, ref spriteGlyphTable);
spriteAsset.spriteCharacterTable = spriteCharacterTable;
spriteAsset.spriteGlyphTable = spriteGlyphTable;
// Add new default material for sprite asset.
AddDefaultMaterial(spriteAsset);
}
//else
//{
// spriteAsset.spriteInfoList = UpdateSpriteInfo(spriteAsset);
// // Make sure the sprite asset already contains a default material
// if (spriteAsset.material == null)
// {
// // Add new default material for sprite asset.
// AddDefaultMaterial(spriteAsset);
// }
//}
// Update Lookup tables.
spriteAsset.UpdateLookupTables();
// Get the Sprites contained in the Sprite Sheet
EditorUtility.SetDirty(spriteAsset);
//spriteAsset.sprites = sprites;
// Set source texture back to Not Readable.
//texImporter.isReadable = false;
AssetDatabase.SaveAssets();
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(spriteAsset)); // Re-import font asset to get the new updated version.
//AssetDatabase.Refresh();
}
private static void PopulateSpriteTables(Texture source, ref List<TMP_SpriteCharacter> spriteCharacterTable, ref List<TMP_SpriteGlyph> spriteGlyphTable)
{
//Debug.Log("Creating new Sprite Asset.");
string filePath = AssetDatabase.GetAssetPath(source);
// Get all the Sprites sorted by Index
Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray();
for (int i = 0; i < sprites.Length; i++)
{
Sprite sprite = sprites[i];
TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph();
spriteGlyph.index = (uint)i;
spriteGlyph.metrics = new GlyphMetrics(sprite.rect.width, sprite.rect.height, -sprite.pivot.x, sprite.rect.height - sprite.pivot.y, sprite.rect.width);
spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
spriteGlyph.scale = 1.0f;
spriteGlyph.sprite = sprite;
spriteGlyphTable.Add(spriteGlyph);
TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter(0, spriteGlyph);
spriteCharacter.name = sprite.name;
spriteCharacter.scale = 1.0f;
spriteCharacterTable.Add(spriteCharacter);
}
}
/// <summary>
/// Create and add new default material to sprite asset.
/// </summary>
/// <param name="spriteAsset"></param>
private static void AddDefaultMaterial(TMP_SpriteAsset spriteAsset)
{
Shader shader = Shader.Find("TextMeshPro/Sprite");
Material material = new Material(shader);
material.SetTexture(ShaderUtilities.ID_MainTex, spriteAsset.spriteSheet);
spriteAsset.material = material;
material.hideFlags = HideFlags.HideInHierarchy;
AssetDatabase.AddObjectToAsset(material, spriteAsset);
}
// Update existing SpriteInfo
private static List<TMP_Sprite> UpdateSpriteInfo(TMP_SpriteAsset spriteAsset)
{
//Debug.Log("Updating Sprite Asset.");
string filePath = AssetDatabase.GetAssetPath(spriteAsset.spriteSheet);
// Get all the Sprites sorted Left to Right / Top to Bottom
Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray();
for (int i = 0; i < sprites.Length; i++)
{
Sprite sprite = sprites[i];
// Check if the sprite is already contained in the SpriteInfoList
int index = -1;
if (spriteAsset.spriteInfoList.Count > i && spriteAsset.spriteInfoList[i].sprite != null)
index = spriteAsset.spriteInfoList.FindIndex(item => item.sprite.GetInstanceID() == sprite.GetInstanceID());
// Use existing SpriteInfo if it already exists
TMP_Sprite spriteInfo = index == -1 ? new TMP_Sprite() : spriteAsset.spriteInfoList[index];
Rect spriteRect = sprite.rect;
spriteInfo.x = spriteRect.x;
spriteInfo.y = spriteRect.y;
spriteInfo.width = spriteRect.width;
spriteInfo.height = spriteRect.height;
// Get Sprite Pivot
Vector2 pivot = new Vector2(0 - (sprite.bounds.min.x) / (sprite.bounds.extents.x * 2), 0 - (sprite.bounds.min.y) / (sprite.bounds.extents.y * 2));
// The position of the pivot influences the Offset position.
spriteInfo.pivot = new Vector2(0 - pivot.x * spriteRect.width, spriteRect.height - pivot.y * spriteRect.height);
if (index == -1)
{
// Find the next available index for this Sprite
int[] ids = spriteAsset.spriteInfoList.Select(item => item.id).ToArray();
int id = 0;
for (int j = 0; j < ids.Length; j++ )
{
if (ids[0] != 0) break;
if (j > 0 && (ids[j] - ids[j - 1]) > 1)
{
id = ids[j - 1] + 1;
break;
}
id = j + 1;
}
spriteInfo.sprite = sprite;
spriteInfo.name = sprite.name;
spriteInfo.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteInfo.name);
spriteInfo.id = id;
spriteInfo.xAdvance = spriteRect.width;
spriteInfo.scale = 1.0f;
spriteInfo.xOffset = spriteInfo.pivot.x;
spriteInfo.yOffset = spriteInfo.pivot.y;
spriteAsset.spriteInfoList.Add(spriteInfo);
// Sort the Sprites by ID
spriteAsset.spriteInfoList = spriteAsset.spriteInfoList.OrderBy(s => s.id).ToList();
}
else
{
spriteAsset.spriteInfoList[index] = spriteInfo;
}
}
return spriteAsset.spriteInfoList;
}
}
}