主工程 VirtualNes.Core核心低版本C#兼容
This commit is contained in:
parent
b303607a29
commit
0ad8768d67
@ -8,85 +8,85 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class AxiProjectTools : EditorWindow
|
public class AxiProjectTools : EditorWindow
|
||||||
{
|
{
|
||||||
static string cachecfgPath = "Assets/AxiComToolCache.asset";
|
static string cachecfgPath = "Assets/AxiComToolCache.asset";
|
||||||
static string toolSenceName = "AxiProjectTools";
|
static string toolSenceName = "AxiProjectTools";
|
||||||
static string outCsDir = Application.dataPath + "/AxiCom/";
|
static string outCsDir = Application.dataPath + "/AxiCom/";
|
||||||
static Dictionary<string, AxiPrefabCache_Com2GUID> ComType2GUID = new Dictionary<string, AxiPrefabCache_Com2GUID>();
|
static Dictionary<string, AxiPrefabCache_Com2GUID> ComType2GUID = new Dictionary<string, AxiPrefabCache_Com2GUID>();
|
||||||
|
|
||||||
static void GoTAxiProjectToolsSence()
|
static void GoTAxiProjectToolsSence()
|
||||||
{
|
{
|
||||||
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
|
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
|
||||||
foreach (string guid in sceneGuids)
|
foreach (string guid in sceneGuids)
|
||||||
{
|
{
|
||||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||||
if (path.Contains(toolSenceName))
|
if (path.Contains(toolSenceName))
|
||||||
{
|
{
|
||||||
EditorSceneManager.OpenScene(path);
|
EditorSceneManager.OpenScene(path);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
[MenuItem("Axibug移植工具/[1]采集所有预制体和场景下的UGUI组件")]
|
[MenuItem("Axibug移植工具/[1]采集所有预制体和场景下的UGUI组件")]
|
||||||
public static void Part1()
|
public static void Part1()
|
||||||
{
|
{
|
||||||
GoTAxiProjectToolsSence();
|
GoTAxiProjectToolsSence();
|
||||||
ComType2GUID.Clear();
|
ComType2GUID.Clear();
|
||||||
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
|
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
|
||||||
foreach (string guid in sceneGuids)
|
foreach (string guid in sceneGuids)
|
||||||
{
|
{
|
||||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||||
if (path.Contains(toolSenceName))
|
if (path.Contains(toolSenceName))
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
EditorSceneManager.OpenScene(path);
|
EditorSceneManager.OpenScene(path);
|
||||||
|
|
||||||
// 创建一个列表来存储根节点
|
// 创建一个列表来存储根节点
|
||||||
List<GameObject> rootNodes = new List<GameObject>();
|
List<GameObject> rootNodes = new List<GameObject>();
|
||||||
|
|
||||||
// 遍历场景中的所有对象
|
// 遍历场景中的所有对象
|
||||||
GameObject[] allObjects = FindObjectsOfType<GameObject>();
|
GameObject[] allObjects = FindObjectsOfType<GameObject>();
|
||||||
foreach (GameObject obj in allObjects)
|
foreach (GameObject obj in allObjects)
|
||||||
{
|
{
|
||||||
// 检查对象是否有父对象
|
// 检查对象是否有父对象
|
||||||
if (obj.transform.parent == null)
|
if (obj.transform.parent == null)
|
||||||
{
|
{
|
||||||
// 如果没有父对象,则它是一个根节点
|
// 如果没有父对象,则它是一个根节点
|
||||||
rootNodes.Add(obj);
|
rootNodes.Add(obj);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (var node in rootNodes)
|
foreach (var node in rootNodes)
|
||||||
LoopPrefabNode(path, node, 0);
|
LoopPrefabNode(path, node, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab");
|
string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab");
|
||||||
foreach (string guid in prefabGuids)
|
foreach (string guid in prefabGuids)
|
||||||
{
|
{
|
||||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||||
GetPrefab(path);
|
GetPrefab(path);
|
||||||
}
|
}
|
||||||
|
|
||||||
AxiPrefabCache cache = ScriptableObject.CreateInstance<AxiPrefabCache>();
|
AxiPrefabCache cache = ScriptableObject.CreateInstance<AxiPrefabCache>();
|
||||||
foreach (var data in ComType2GUID)
|
foreach (var data in ComType2GUID)
|
||||||
cache.caches.Add(data.Value);
|
cache.caches.Add(data.Value);
|
||||||
AssetDatabase.CreateAsset(cache, cachecfgPath);
|
AssetDatabase.CreateAsset(cache, cachecfgPath);
|
||||||
AssetDatabase.SaveAssets();
|
AssetDatabase.SaveAssets();
|
||||||
AssetDatabase.Refresh();
|
AssetDatabase.Refresh();
|
||||||
GoTAxiProjectToolsSence();
|
GoTAxiProjectToolsSence();
|
||||||
Debug.Log("<Color=#FFF333>处理完毕 [1]采集所有预制体和场景下的UGUI组件</color>");
|
Debug.Log("<Color=#FFF333>处理完毕 [1]采集所有预制体和场景下的UGUI组件</color>");
|
||||||
}
|
}
|
||||||
|
|
||||||
static void GetPrefab(string path)
|
|
||||||
{
|
|
||||||
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
|
||||||
LoopPrefabNode(path, prefab.gameObject, 0);
|
|
||||||
}
|
|
||||||
static void LoopPrefabNode(string rootPath, GameObject trans, int depth)
|
|
||||||
{
|
|
||||||
string nodename = $"{rootPath}>{trans.name}";
|
|
||||||
|
|
||||||
|
static void GetPrefab(string path)
|
||||||
|
{
|
||||||
|
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
||||||
|
LoopPrefabNode(path, prefab.gameObject, 0);
|
||||||
|
}
|
||||||
|
static void LoopPrefabNode(string rootPath, GameObject trans, int depth)
|
||||||
|
{
|
||||||
|
string nodename = $"{rootPath}>{trans.name}";
|
||||||
|
#if UNITY_5_4_OR_NEWER && !UNITY_2018_4_OR_NEWER
|
||||||
GameObject prefabRoot = trans.gameObject;
|
GameObject prefabRoot = trans.gameObject;
|
||||||
int comCount = prefabRoot.GetComponentCount();
|
int comCount = prefabRoot.GetComponentCount();
|
||||||
for (int i = 0; i < comCount; i++)
|
for (int i = 0; i < comCount; i++)
|
||||||
@ -130,250 +130,253 @@ public class AxiProjectTools : EditorWindow
|
|||||||
//±éÀú
|
//±éÀú
|
||||||
foreach (Transform child in trans.transform)
|
foreach (Transform child in trans.transform)
|
||||||
LoopPrefabNode(nodename, child.gameObject, depth + 1);
|
LoopPrefabNode(nodename, child.gameObject, depth + 1);
|
||||||
}
|
#else
|
||||||
|
Debug.Log("低版本不要执行本函数");
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
[MenuItem("Axibug移植工具/[2]生成中间脚本代码")]
|
[MenuItem("Axibug移植工具/[2]生成中间脚本代码")]
|
||||||
public static void Part2()
|
public static void Part2()
|
||||||
{
|
{
|
||||||
if (UnityEngine.Windows.Directory.Exists(outCsDir))
|
if (UnityEngine.Windows.Directory.Exists(outCsDir))
|
||||||
UnityEngine.Windows.Directory.Delete(outCsDir);
|
UnityEngine.Windows.Directory.Delete(outCsDir);
|
||||||
Directory.CreateDirectory(outCsDir);
|
Directory.CreateDirectory(outCsDir);
|
||||||
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
||||||
foreach (var data in cache.caches)
|
foreach (var data in cache.caches)
|
||||||
{
|
{
|
||||||
string toName = "Axi" + data.SrcName;
|
string toName = "Axi" + data.SrcName;
|
||||||
string toPath = outCsDir + toName + ".cs";
|
string toPath = outCsDir + toName + ".cs";
|
||||||
string codeStr = "namespace AxibugCom { public class " + toName + " : " + data.SrcFullName + " {} }";
|
string codeStr = "namespace AxibugCom { public class " + toName + " : " + data.SrcFullName + " {} }";
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
System.IO.File.WriteAllText(toPath, codeStr);
|
System.IO.File.WriteAllText(toPath, codeStr);
|
||||||
data.ToName = toName;
|
data.ToName = toName;
|
||||||
data.ToPATH = toPath;
|
data.ToPATH = toPath;
|
||||||
}
|
}
|
||||||
catch (Exception ex)
|
catch (Exception ex)
|
||||||
{
|
{
|
||||||
Debug.LogError("写入失败" + ex.ToString());
|
Debug.LogError("写入失败" + ex.ToString());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Debug.Log("写入完毕");
|
Debug.Log("写入完毕");
|
||||||
AssetDatabase.SaveAssets();
|
AssetDatabase.SaveAssets();
|
||||||
AssetDatabase.Refresh();
|
AssetDatabase.Refresh();
|
||||||
Debug.Log("<Color=#FFF333>处理完毕 [2]生成中间脚本代码</color>");
|
Debug.Log("<Color=#FFF333>处理完毕 [2]生成中间脚本代码</color>");
|
||||||
}
|
}
|
||||||
|
|
||||||
[MenuItem("Axibug移植工具/[3]收集生成的脚本")]
|
[MenuItem("Axibug移植工具/[3]收集生成的脚本")]
|
||||||
public static void Part3()
|
public static void Part3()
|
||||||
{
|
{
|
||||||
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
||||||
List<MonoScript> allMonoScripts = FindAllAssetsOfType<MonoScript>();
|
List<MonoScript> allMonoScripts = FindAllAssetsOfType<MonoScript>();
|
||||||
foreach (var data in cache.caches)
|
foreach (var data in cache.caches)
|
||||||
{
|
{
|
||||||
MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName);
|
MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName);
|
||||||
if (monoScript == null)
|
if (monoScript == null)
|
||||||
{
|
{
|
||||||
Debug.LogError("没找到" + data.ToName);
|
Debug.LogError("没找到" + data.ToName);
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
|
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
|
||||||
data.ToGUID = guid;
|
data.ToGUID = guid;
|
||||||
data.monoScript = monoScript;
|
data.monoScript = monoScript;
|
||||||
}
|
}
|
||||||
Debug.Log("写入完毕");
|
Debug.Log("写入完毕");
|
||||||
AssetDatabase.SaveAssets();
|
AssetDatabase.SaveAssets();
|
||||||
AssetDatabase.Refresh();
|
AssetDatabase.Refresh();
|
||||||
Debug.Log("<Color=#FFF333>处理完毕 [3]收集生成的脚本</color>");
|
Debug.Log("<Color=#FFF333>处理完毕 [3]收集生成的脚本</color>");
|
||||||
}
|
}
|
||||||
|
|
||||||
static List<T> FindAllAssetsOfType<T>() where T : UnityEngine.Object
|
static List<T> FindAllAssetsOfType<T>() where T : UnityEngine.Object
|
||||||
{
|
{
|
||||||
List<T> assets = new List<T>();
|
List<T> assets = new List<T>();
|
||||||
|
|
||||||
string[] allGuids = AssetDatabase.FindAssets("");
|
string[] allGuids = AssetDatabase.FindAssets("");
|
||||||
foreach (string guid in allGuids)
|
foreach (string guid in allGuids)
|
||||||
{
|
{
|
||||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||||
if (path.EndsWith(".cs") || path.EndsWith(".js") || path.EndsWith(".boo")) // Unity支持多种脚本语言,但现代Unity主要使用C#
|
if (path.EndsWith(".cs") || path.EndsWith(".js") || path.EndsWith(".boo")) // Unity支持多种脚本语言,但现代Unity主要使用C#
|
||||||
{
|
{
|
||||||
T asset = AssetDatabase.LoadAssetAtPath<T>(path);
|
T asset = AssetDatabase.LoadAssetAtPath<T>(path);
|
||||||
if (asset != null)
|
if (asset != null)
|
||||||
{
|
{
|
||||||
assets.Add(asset);
|
assets.Add(asset);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return assets;
|
return assets;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
[MenuItem("Axibug移植工具/[4]替换所有预制体和场景中的组件")]
|
[MenuItem("Axibug移植工具/[4]替换所有预制体和场景中的组件")]
|
||||||
public static void Part4()
|
public static void Part4()
|
||||||
{
|
{
|
||||||
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
||||||
Dictionary<string, string> tempReplaceDict = new Dictionary<string, string>();
|
Dictionary<string, string> tempReplaceDict = new Dictionary<string, string>();
|
||||||
foreach (var data in cache.caches)
|
foreach (var data in cache.caches)
|
||||||
{
|
{
|
||||||
tempReplaceDict[data.GUID] = data.ToGUID;
|
tempReplaceDict[data.GUID] = data.ToGUID;
|
||||||
}
|
}
|
||||||
ProcessAllPrefabs("*.prefab", tempReplaceDict);
|
ProcessAllPrefabs("*.prefab", tempReplaceDict);
|
||||||
ProcessAllPrefabs("*.unity", tempReplaceDict);
|
ProcessAllPrefabs("*.unity", tempReplaceDict);
|
||||||
ProcessAllPrefabs("*.anim", tempReplaceDict);
|
ProcessAllPrefabs("*.anim", tempReplaceDict);
|
||||||
AssetDatabase.SaveAssets();
|
AssetDatabase.SaveAssets();
|
||||||
AssetDatabase.Refresh();
|
AssetDatabase.Refresh();
|
||||||
Debug.Log("<Color=#FFF333>处理完毕 [4]替换所有预制体和场景中的组件</color>");
|
Debug.Log("<Color=#FFF333>处理完毕 [4]替换所有预制体和场景中的组件</color>");
|
||||||
}
|
}
|
||||||
|
|
||||||
static void ProcessAllPrefabs(string form, Dictionary<string, string> tempReplaceDict, bool reverse = false)
|
static void ProcessAllPrefabs(string form, Dictionary<string, string> tempReplaceDict, bool reverse = false)
|
||||||
{
|
{
|
||||||
List<GameObject> prefabs = new List<GameObject>();
|
List<GameObject> prefabs = new List<GameObject>();
|
||||||
var resourcesPath = Application.dataPath;
|
var resourcesPath = Application.dataPath;
|
||||||
var absolutePaths = Directory.GetFiles(resourcesPath, form, SearchOption.AllDirectories);
|
var absolutePaths = Directory.GetFiles(resourcesPath, form, SearchOption.AllDirectories);
|
||||||
for (int i = 0; i < absolutePaths.Length; i++)
|
for (int i = 0; i < absolutePaths.Length; i++)
|
||||||
{
|
{
|
||||||
Debug.Log("prefab name: " + absolutePaths[i]);
|
Debug.Log("prefab name: " + absolutePaths[i]);
|
||||||
foreach (var VARIABLE in tempReplaceDict)
|
foreach (var VARIABLE in tempReplaceDict)
|
||||||
{
|
{
|
||||||
string oldValue = reverse ? VARIABLE.Value : VARIABLE.Key;
|
string oldValue = reverse ? VARIABLE.Value : VARIABLE.Key;
|
||||||
string newValue = reverse ? VARIABLE.Key : VARIABLE.Value;
|
string newValue = reverse ? VARIABLE.Key : VARIABLE.Value;
|
||||||
ReplaceValue(absolutePaths[i], oldValue, newValue);
|
ReplaceValue(absolutePaths[i], oldValue, newValue);
|
||||||
}
|
}
|
||||||
EditorUtility.DisplayProgressBar("处理预制体……", "处理预制体中……", (float)i / absolutePaths.Length);
|
EditorUtility.DisplayProgressBar("处理预制体……", "处理预制体中……", (float)i / absolutePaths.Length);
|
||||||
}
|
}
|
||||||
EditorUtility.ClearProgressBar();
|
EditorUtility.ClearProgressBar();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 替换值
|
/// 替换值
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="strFilePath">文件路径</param>
|
/// <param name="strFilePath">文件路径</param>
|
||||||
static void ReplaceValue(string strFilePath, string oldLine, string newLine)
|
static void ReplaceValue(string strFilePath, string oldLine, string newLine)
|
||||||
{
|
{
|
||||||
if (File.Exists(strFilePath))
|
if (File.Exists(strFilePath))
|
||||||
{
|
{
|
||||||
string[] lines = File.ReadAllLines(strFilePath);
|
string[] lines = File.ReadAllLines(strFilePath);
|
||||||
for (int i = 0; i < lines.Length; i++)
|
for (int i = 0; i < lines.Length; i++)
|
||||||
{
|
{
|
||||||
lines[i] = lines[i].Replace(oldLine, newLine);
|
lines[i] = lines[i].Replace(oldLine, newLine);
|
||||||
}
|
}
|
||||||
File.WriteAllLines(strFilePath, lines);
|
File.WriteAllLines(strFilePath, lines);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
[MenuItem("Axibug移植工具/[5]UnPack所有预制体")]
|
[MenuItem("Axibug移植工具/[5]UnPack所有预制体")]
|
||||||
public static void UnpackPrefabs()
|
public static void UnpackPrefabs()
|
||||||
{
|
{
|
||||||
|
|
||||||
string[] allAssetPaths = AssetDatabase.GetAllAssetPaths();
|
string[] allAssetPaths = AssetDatabase.GetAllAssetPaths();
|
||||||
int prefabCount = 0;
|
int prefabCount = 0;
|
||||||
|
|
||||||
foreach (string path in allAssetPaths)
|
foreach (string path in allAssetPaths)
|
||||||
{
|
{
|
||||||
if (Path.GetExtension(path).Equals(".prefab"))
|
if (Path.GetExtension(path).Equals(".prefab"))
|
||||||
{
|
{
|
||||||
Debug.Log($"Unpacking {path}");
|
Debug.Log($"Unpacking {path}");
|
||||||
UnpackPrefab(path);
|
UnpackPrefab(path);
|
||||||
prefabCount++;
|
prefabCount++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Debug.Log($"Unpacked {prefabCount} prefabs.");
|
Debug.Log($"Unpacked {prefabCount} prefabs.");
|
||||||
|
|
||||||
Debug.Log("<Color=#FFF333>处理完毕 [5]UnPack所有预制体</color>");
|
Debug.Log("<Color=#FFF333>处理完毕 [5]UnPack所有预制体</color>");
|
||||||
}
|
}
|
||||||
|
|
||||||
static void UnpackPrefab(string prefabPath)
|
static void UnpackPrefab(string prefabPath)
|
||||||
{
|
{
|
||||||
GameObject prefabInstance = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
|
GameObject prefabInstance = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
|
||||||
if (prefabInstance == null)
|
if (prefabInstance == null)
|
||||||
{
|
{
|
||||||
Debug.LogError($"Failed to load prefab at path: {prefabPath}");
|
Debug.LogError($"Failed to load prefab at path: {prefabPath}");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
var obj = GameObject.Instantiate(prefabInstance, null);
|
var obj = GameObject.Instantiate(prefabInstance, null);
|
||||||
TraverseHierarchy(obj);
|
TraverseHierarchy(obj);
|
||||||
PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);
|
PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);
|
||||||
GameObject.DestroyImmediate(obj);
|
GameObject.DestroyImmediate(obj);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void TraverseHierarchy(GameObject obj)
|
static void TraverseHierarchy(GameObject obj)
|
||||||
{
|
{
|
||||||
// 检查该对象是否是预制体的实例
|
// 检查该对象是否是预制体的实例
|
||||||
if (PrefabUtility.IsPartOfPrefabInstance(obj))
|
if (PrefabUtility.IsPartOfPrefabInstance(obj))
|
||||||
{
|
{
|
||||||
// 将预制体实例转换为普通游戏对象
|
// 将预制体实例转换为普通游戏对象
|
||||||
PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
|
PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
|
||||||
Debug.Log("Prefab instance converted to game object: " + obj.name);
|
Debug.Log("Prefab instance converted to game object: " + obj.name);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 递归遍历子对象
|
// 递归遍历子对象
|
||||||
for (int i = 0; i < obj.transform.childCount; i++)
|
for (int i = 0; i < obj.transform.childCount; i++)
|
||||||
{
|
{
|
||||||
TraverseHierarchy(obj.transform.GetChild(i).gameObject);
|
TraverseHierarchy(obj.transform.GetChild(i).gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
[MenuItem("Axibug移植工具/[6]修复Sprite")]
|
[MenuItem("Axibug移植工具/[6]修复Sprite")]
|
||||||
public static void FixMultipleMaterialSprites()
|
public static void FixMultipleMaterialSprites()
|
||||||
{
|
{
|
||||||
string[] guids = AssetDatabase.FindAssets("t:sprite");
|
string[] guids = AssetDatabase.FindAssets("t:sprite");
|
||||||
List<Sprite> spritesToFix = new List<Sprite>();
|
List<Sprite> spritesToFix = new List<Sprite>();
|
||||||
|
|
||||||
foreach (string guid in guids)
|
foreach (string guid in guids)
|
||||||
{
|
{
|
||||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||||
Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);
|
Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);
|
||||||
|
|
||||||
// 检查是否有多个材质
|
// 检查是否有多个材质
|
||||||
if (IsUsingMultipleMaterials(sprite))
|
if (IsUsingMultipleMaterials(sprite))
|
||||||
{
|
{
|
||||||
spritesToFix.Add(sprite);
|
spritesToFix.Add(sprite);
|
||||||
Debug.Log("Found sprite with multiple materials: " + path);
|
Debug.Log("Found sprite with multiple materials: " + path);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 修复每个找到的Sprite
|
// 修复每个找到的Sprite
|
||||||
foreach (var sprite in spritesToFix)
|
foreach (var sprite in spritesToFix)
|
||||||
{
|
{
|
||||||
FixSprite(sprite);
|
FixSprite(sprite);
|
||||||
}
|
}
|
||||||
|
|
||||||
AssetDatabase.SaveAssets();
|
AssetDatabase.SaveAssets();
|
||||||
AssetDatabase.Refresh();
|
AssetDatabase.Refresh();
|
||||||
Debug.Log("<Color=#FFF333>处理完毕 [6]修复Sprite</color>");
|
Debug.Log("<Color=#FFF333>处理完毕 [6]修复Sprite</color>");
|
||||||
}
|
}
|
||||||
|
|
||||||
private static bool IsUsingMultipleMaterials(Sprite sprite)
|
private static bool IsUsingMultipleMaterials(Sprite sprite)
|
||||||
{
|
{
|
||||||
if (sprite == null) return false;
|
if (sprite == null) return false;
|
||||||
|
|
||||||
// 获取精灵的材质
|
// 获取精灵的材质
|
||||||
var textureImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(sprite)) as TextureImporter;
|
var textureImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(sprite)) as TextureImporter;
|
||||||
|
|
||||||
return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple;
|
return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void FixSprite(Sprite sprite)
|
private static void FixSprite(Sprite sprite)
|
||||||
{
|
{
|
||||||
// 获取Sprite的路径
|
// 获取Sprite的路径
|
||||||
string path = AssetDatabase.GetAssetPath(sprite);
|
string path = AssetDatabase.GetAssetPath(sprite);
|
||||||
var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
|
var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
|
||||||
|
|
||||||
if (textureImporter != null)
|
if (textureImporter != null)
|
||||||
{
|
{
|
||||||
// 保存当前切割信息
|
// 保存当前切割信息
|
||||||
SpriteMetaData[] originalMetaData = textureImporter.spritesheet;
|
SpriteMetaData[] originalMetaData = textureImporter.spritesheet;
|
||||||
|
|
||||||
// 临时禁用Sprite导入
|
// 临时禁用Sprite导入
|
||||||
textureImporter.spriteImportMode = SpriteImportMode.None;
|
textureImporter.spriteImportMode = SpriteImportMode.None;
|
||||||
textureImporter.SaveAndReimport();
|
textureImporter.SaveAndReimport();
|
||||||
|
|
||||||
// 重新启用Sprite导入并保持原样切割参数
|
// 重新启用Sprite导入并保持原样切割参数
|
||||||
textureImporter.spriteImportMode = SpriteImportMode.Multiple;
|
textureImporter.spriteImportMode = SpriteImportMode.Multiple;
|
||||||
textureImporter.spritesheet = originalMetaData; // 恢复原来的切割信息
|
textureImporter.spritesheet = originalMetaData; // 恢复原来的切割信息
|
||||||
|
|
||||||
// 重新导入以应用更改
|
// 重新导入以应用更改
|
||||||
textureImporter.SaveAndReimport();
|
textureImporter.SaveAndReimport();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -2,7 +2,7 @@
|
|||||||
{
|
{
|
||||||
public struct BLOCKHDR : IStateBufferObject
|
public struct BLOCKHDR : IStateBufferObject
|
||||||
{
|
{
|
||||||
public readonly bool Valid => !string.IsNullOrEmpty(ID);
|
public bool Valid => !string.IsNullOrEmpty(ID);
|
||||||
/// <summary> 总是8个字节 </summary>
|
/// <summary> 总是8个字节 </summary>
|
||||||
public string ID;
|
public string ID;
|
||||||
public ushort Reserved;
|
public ushort Reserved;
|
||||||
@ -11,12 +11,12 @@
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
public readonly uint GetSize()
|
public uint GetSize()
|
||||||
{
|
{
|
||||||
return (uint)(8 + sizeof(ushort) + sizeof(ushort) + sizeof(uint));
|
return (uint)(8 + sizeof(ushort) + sizeof(ushort) + sizeof(uint));
|
||||||
}
|
}
|
||||||
|
|
||||||
public readonly void SaveState(StateBuffer buffer)
|
public void SaveState(StateBuffer buffer)
|
||||||
{
|
{
|
||||||
if (Valid)
|
if (Valid)
|
||||||
{
|
{
|
||||||
|
@ -8,12 +8,12 @@
|
|||||||
public uint pad4bit;
|
public uint pad4bit;
|
||||||
public byte strobe;
|
public byte strobe;
|
||||||
|
|
||||||
public readonly uint GetSize()
|
public uint GetSize()
|
||||||
{
|
{
|
||||||
return sizeof(uint) * 4 + sizeof(byte);
|
return sizeof(uint) * 4 + sizeof(byte);
|
||||||
}
|
}
|
||||||
|
|
||||||
public readonly void SaveState(StateBuffer buffer)
|
public void SaveState(StateBuffer buffer)
|
||||||
{
|
{
|
||||||
buffer.Write(pad1bit);
|
buffer.Write(pad1bit);
|
||||||
buffer.Write(pad2bit);
|
buffer.Write(pad2bit);
|
||||||
|
@ -4,12 +4,12 @@
|
|||||||
{
|
{
|
||||||
public uint data;
|
public uint data;
|
||||||
|
|
||||||
public readonly uint GetSize()
|
public uint GetSize()
|
||||||
{
|
{
|
||||||
return sizeof(uint);
|
return sizeof(uint);
|
||||||
}
|
}
|
||||||
|
|
||||||
public readonly void SaveState(StateBuffer buffer)
|
public void SaveState(StateBuffer buffer)
|
||||||
{
|
{
|
||||||
buffer.Write(data);
|
buffer.Write(data);
|
||||||
}
|
}
|
||||||
|
@ -14,12 +14,12 @@
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
public readonly uint GetSize()
|
public uint GetSize()
|
||||||
{
|
{
|
||||||
return (uint)(ID.Length + sizeof(ushort) + sizeof(uint) + sizeof(ushort) + sizeof(ushort));
|
return (uint)(ID.Length + sizeof(ushort) + sizeof(uint) + sizeof(ushort) + sizeof(ushort));
|
||||||
}
|
}
|
||||||
|
|
||||||
public readonly void SaveState(StateBuffer buffer)
|
public void SaveState(StateBuffer buffer)
|
||||||
{
|
{
|
||||||
buffer.Write(ID);
|
buffer.Write(ID);
|
||||||
buffer.Write(BlockVersion);
|
buffer.Write(BlockVersion);
|
||||||
|
@ -9,12 +9,12 @@
|
|||||||
return new MMCSTAT() { mmcdata = new byte[256] };
|
return new MMCSTAT() { mmcdata = new byte[256] };
|
||||||
}
|
}
|
||||||
|
|
||||||
public readonly uint GetSize()
|
public uint GetSize()
|
||||||
{
|
{
|
||||||
return 256;
|
return 256;
|
||||||
}
|
}
|
||||||
|
|
||||||
public readonly void SaveState(StateBuffer buffer)
|
public void SaveState(StateBuffer buffer)
|
||||||
{
|
{
|
||||||
buffer.Write(mmcdata);
|
buffer.Write(mmcdata);
|
||||||
}
|
}
|
||||||
|
@ -22,12 +22,12 @@ namespace VirtualNes.Core
|
|||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
|
||||||
public readonly uint GetSize()
|
public uint GetSize()
|
||||||
{
|
{
|
||||||
return (uint)(RAM.Length + BGPAL.Length + SPPAL.Length + SPRAM.Length);
|
return (uint)(RAM.Length + BGPAL.Length + SPPAL.Length + SPRAM.Length);
|
||||||
}
|
}
|
||||||
|
|
||||||
public readonly void SaveState(StateBuffer buffer)
|
public void SaveState(StateBuffer buffer)
|
||||||
{
|
{
|
||||||
buffer.Write(RAM);
|
buffer.Write(RAM);
|
||||||
buffer.Write(BGPAL);
|
buffer.Write(BGPAL);
|
||||||
|
@ -7,12 +7,12 @@
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
public readonly uint GetSize()
|
public uint GetSize()
|
||||||
{
|
{
|
||||||
return cpureg.GetSize() + ppureg.GetSize();
|
return cpureg.GetSize() + ppureg.GetSize();
|
||||||
}
|
}
|
||||||
|
|
||||||
public readonly void SaveState(StateBuffer buffer)
|
public void SaveState(StateBuffer buffer)
|
||||||
{
|
{
|
||||||
cpureg.SaveState(buffer);
|
cpureg.SaveState(buffer);
|
||||||
ppureg.SaveState(buffer);
|
ppureg.SaveState(buffer);
|
||||||
@ -45,12 +45,12 @@
|
|||||||
public long emul_cycles;
|
public long emul_cycles;
|
||||||
public long base_cycles;
|
public long base_cycles;
|
||||||
|
|
||||||
public readonly uint GetSize()
|
public uint GetSize()
|
||||||
{
|
{
|
||||||
return 32;
|
return 32;
|
||||||
}
|
}
|
||||||
|
|
||||||
public readonly void SaveState(StateBuffer buffer)
|
public void SaveState(StateBuffer buffer)
|
||||||
{
|
{
|
||||||
buffer.Write(PC);
|
buffer.Write(PC);
|
||||||
buffer.Write(A);
|
buffer.Write(A);
|
||||||
@ -102,12 +102,12 @@
|
|||||||
public ushort loopy_v;
|
public ushort loopy_v;
|
||||||
public ushort loopy_x;
|
public ushort loopy_x;
|
||||||
|
|
||||||
public readonly uint GetSize()
|
public uint GetSize()
|
||||||
{
|
{
|
||||||
return 12;
|
return 12;
|
||||||
}
|
}
|
||||||
|
|
||||||
public readonly void SaveState(StateBuffer buffer)
|
public void SaveState(StateBuffer buffer)
|
||||||
{
|
{
|
||||||
buffer.Write(reg0);
|
buffer.Write(reg0);
|
||||||
buffer.Write(reg1);
|
buffer.Write(reg1);
|
||||||
|
@ -9,12 +9,12 @@
|
|||||||
return new SNDSTAT() { snddata = new byte[0x800] };
|
return new SNDSTAT() { snddata = new byte[0x800] };
|
||||||
}
|
}
|
||||||
|
|
||||||
public readonly uint GetSize()
|
public uint GetSize()
|
||||||
{
|
{
|
||||||
return (uint)snddata.Length;
|
return (uint)snddata.Length;
|
||||||
}
|
}
|
||||||
|
|
||||||
public readonly void SaveState(StateBuffer buffer)
|
public void SaveState(StateBuffer buffer)
|
||||||
{
|
{
|
||||||
buffer.Write(snddata);
|
buffer.Write(snddata);
|
||||||
}
|
}
|
||||||
|
@ -36,7 +36,7 @@ namespace VirtualNes.Core
|
|||||||
public BLOCKHDR exctrBLOCK;
|
public BLOCKHDR exctrBLOCK;
|
||||||
public EXCTRSTAT exctr;
|
public EXCTRSTAT exctr;
|
||||||
|
|
||||||
public readonly byte[] ToBytes()
|
public byte[] ToBytes()
|
||||||
{
|
{
|
||||||
StateBuffer buffer = new StateBuffer();
|
StateBuffer buffer = new StateBuffer();
|
||||||
|
|
||||||
|
@ -22,14 +22,18 @@ namespace VirtualNes.Core
|
|||||||
|
|
||||||
public bool HasButton(int player, EnumButtonType button)
|
public bool HasButton(int player, EnumButtonType button)
|
||||||
{
|
{
|
||||||
uint raw = player switch
|
uint raw;
|
||||||
|
|
||||||
|
switch (player)
|
||||||
{
|
{
|
||||||
0 => raw0,
|
case 0: raw = raw0; break;
|
||||||
1 => raw1,
|
case 1: raw = raw1; break;
|
||||||
2 => raw2,
|
case 2: raw = raw2; break;
|
||||||
3 => raw3,
|
case 3: raw = raw3; break;
|
||||||
_ => 0
|
default:
|
||||||
};
|
raw = 0;
|
||||||
|
break;
|
||||||
|
}
|
||||||
return (raw & (uint)button) == (uint)button;
|
return (raw & (uint)button) == (uint)button;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -51,10 +55,30 @@ namespace VirtualNes.Core
|
|||||||
|
|
||||||
public override int GetHashCode()
|
public override int GetHashCode()
|
||||||
{
|
{
|
||||||
return HashCode.Combine(raw0, raw1, raw2, raw3, valid);
|
//return HashCode.Combine(raw0, raw1, raw2, raw3, valid);
|
||||||
}
|
return ComputeHashCode(raw0, raw1, raw2, raw3, valid);
|
||||||
|
}
|
||||||
public static bool operator ==(ControllerState left, ControllerState right)
|
|
||||||
|
public static int ComputeHashCode(uint raw0, uint raw1, uint raw2, uint raw3, bool valid)
|
||||||
|
{
|
||||||
|
unchecked // 允许溢出,使得哈希码计算更加合理
|
||||||
|
{
|
||||||
|
int hash = 17; // 选择一个非零的初始值
|
||||||
|
|
||||||
|
// 将每个 uint 类型的值转换为 int 并合并到哈希码中
|
||||||
|
hash = hash * 31 + (int)raw0;
|
||||||
|
hash = hash * 31 + (int)raw1;
|
||||||
|
hash = hash * 31 + (int)raw2;
|
||||||
|
hash = hash * 31 + (int)raw3;
|
||||||
|
|
||||||
|
// 将 bool 类型的值转换为 int 并合并到哈希码中
|
||||||
|
hash = hash * 31 + (valid ? 1 : 0);
|
||||||
|
|
||||||
|
return hash;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool operator ==(ControllerState left, ControllerState right)
|
||||||
{
|
{
|
||||||
return
|
return
|
||||||
left.raw0 == right.raw0 &&
|
left.raw0 == right.raw0 &&
|
||||||
|
Loading…
Reference in New Issue
Block a user