修复编译错误
This commit is contained in:
parent
62fbb6e11b
commit
7b29000a70
@ -1,4 +1,4 @@
|
||||
#if UNITY_EDITOR
|
||||
#if UNITY_EDITOR
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
@ -6,6 +6,7 @@ using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class AxiProjectTools : EditorWindow
|
||||
{
|
||||
@ -28,7 +29,7 @@ public class AxiProjectTools : EditorWindow
|
||||
}
|
||||
}
|
||||
|
||||
[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()
|
||||
{
|
||||
GoTAxiProjectToolsSence();
|
||||
@ -42,17 +43,17 @@ public class AxiProjectTools : EditorWindow
|
||||
|
||||
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>();
|
||||
|
||||
// 遍历场景中的所有对象
|
||||
// 遍历场景中的所有对象
|
||||
GameObject[] allObjects = FindObjectsOfType<GameObject>();
|
||||
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)
|
||||
{
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
@ -76,7 +77,7 @@ public class AxiProjectTools : EditorWindow
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
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)
|
||||
@ -102,11 +103,11 @@ public class AxiProjectTools : EditorWindow
|
||||
Type monoType = monoCom.GetType();
|
||||
if (!monoType.Assembly.FullName.Contains("UnityEngine.UI"))
|
||||
continue;
|
||||
// 获取MonoScript资源
|
||||
// 获取MonoScript资源
|
||||
MonoScript monoScript = MonoScript.FromMonoBehaviour(monoCom);
|
||||
if (monoScript != null)
|
||||
{
|
||||
// 获取MonoScript资源的GUID
|
||||
// 获取MonoScript资源的GUID
|
||||
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
|
||||
Debug.Log($"{nodename} | <color=#FFF333>[{monoType.Name}]</color> <color=#FF0000>{guid}</color><color=#00FF00>({monoType.FullName})</color>");
|
||||
ComType2GUID[monoType.FullName] =
|
||||
@ -119,19 +120,19 @@ public class AxiProjectTools : EditorWindow
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("!!!! 没得");
|
||||
Debug.LogError("!!!! 没得");
|
||||
}
|
||||
}
|
||||
|
||||
//遍历
|
||||
//遍历
|
||||
foreach (Transform child in trans.transform)
|
||||
LoopPrefabNode(nodename, child.gameObject, depth + 1);
|
||||
#else
|
||||
Debug.Log("低版本不要执行本函数");
|
||||
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()
|
||||
{
|
||||
if (UnityEngine.Windows.Directory.Exists(outCsDir))
|
||||
@ -151,16 +152,16 @@ public class AxiProjectTools : EditorWindow
|
||||
}
|
||||
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.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()
|
||||
{
|
||||
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
||||
@ -170,17 +171,17 @@ public class AxiProjectTools : EditorWindow
|
||||
MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName);
|
||||
if (monoScript == null)
|
||||
{
|
||||
Debug.LogError("没找到" + data.ToName);
|
||||
Debug.LogError("没找到" + data.ToName);
|
||||
continue;
|
||||
}
|
||||
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
|
||||
data.ToGUID = guid;
|
||||
data.monoScript = monoScript;
|
||||
}
|
||||
Debug.Log("写入完毕");
|
||||
Debug.Log("写入完毕");
|
||||
AssetDatabase.SaveAssets();
|
||||
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
|
||||
@ -191,7 +192,7 @@ public class AxiProjectTools : EditorWindow
|
||||
foreach (string guid in allGuids)
|
||||
{
|
||||
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);
|
||||
if (asset != null)
|
||||
@ -204,7 +205,7 @@ public class AxiProjectTools : EditorWindow
|
||||
}
|
||||
|
||||
|
||||
[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()
|
||||
{
|
||||
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
|
||||
@ -218,7 +219,7 @@ public class AxiProjectTools : EditorWindow
|
||||
ProcessAllPrefabs("*.anim", tempReplaceDict);
|
||||
AssetDatabase.SaveAssets();
|
||||
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)
|
||||
@ -235,15 +236,15 @@ public class AxiProjectTools : EditorWindow
|
||||
string newValue = reverse ? VARIABLE.Key : VARIABLE.Value;
|
||||
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();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 替换值
|
||||
/// 替换值
|
||||
/// </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)
|
||||
{
|
||||
if (File.Exists(strFilePath))
|
||||
@ -258,7 +259,7 @@ public class AxiProjectTools : EditorWindow
|
||||
}
|
||||
|
||||
|
||||
[MenuItem("Axibug移植工具/[5]UnPack所有嵌套预制体和场景中的预制体")]
|
||||
[MenuItem("Axibug移植工具/[5]UnPack所有嵌套预制体和场景中的预制体")]
|
||||
public static void UnpackPrefabs()
|
||||
{
|
||||
|
||||
@ -276,7 +277,7 @@ public class AxiProjectTools : EditorWindow
|
||||
prefabCount++;
|
||||
}
|
||||
}
|
||||
Debug.Log($"{prefabCount}个预制体Unpack");
|
||||
Debug.Log($"{prefabCount}个预制体Unpack");
|
||||
|
||||
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
|
||||
foreach (string guid in sceneGuids)
|
||||
@ -290,21 +291,21 @@ public class AxiProjectTools : EditorWindow
|
||||
GameObject[] rootObjects = currentScene.GetRootGameObjects();
|
||||
foreach (GameObject rootObj in rootObjects)
|
||||
{
|
||||
// 遍历场景中的所有对象
|
||||
// 遍历场景中的所有对象
|
||||
TraverseHierarchy(rootObj);
|
||||
}
|
||||
// Save the scene // 获取当前打开的场景
|
||||
// Save the scene // 获取当前打开的场景
|
||||
currentScene = EditorSceneManager.GetActiveScene();
|
||||
// 保存场景到文件(默认路径和名称)
|
||||
// 保存场景到文件(默认路径和名称)
|
||||
bool success = EditorSceneManager.SaveScene(currentScene, currentScene.path);
|
||||
|
||||
Debug.Log($"{currentScene.name}场景中 所有物体Unpack");
|
||||
Debug.Log($"{currentScene.name}场景中 所有物体Unpack");
|
||||
}
|
||||
|
||||
GoTAxiProjectToolsSence();
|
||||
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>");
|
||||
#else
|
||||
Debug.Log("低版本不要执行本函数");
|
||||
Debug.Log("低版本不要执行本函数");
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -323,33 +324,33 @@ public class AxiProjectTools : EditorWindow
|
||||
PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);
|
||||
GameObject.DestroyImmediate(obj);
|
||||
#else
|
||||
Debug.Log("低版本不要执行本函数");
|
||||
Debug.Log("低版本不要执行本函数");
|
||||
#endif
|
||||
}
|
||||
|
||||
static void TraverseHierarchy(GameObject obj)
|
||||
{
|
||||
#if UNITY_2018_4_OR_NEWER
|
||||
// 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))
|
||||
{
|
||||
// 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);
|
||||
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++)
|
||||
{
|
||||
TraverseHierarchy(obj.transform.GetChild(i).gameObject);
|
||||
}
|
||||
#else
|
||||
Debug.Log("低版本不要执行本函数");
|
||||
Debug.Log("低版本不要执行本函数");
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
[MenuItem("Axibug移植工具/[6]修复Sprite")]
|
||||
[MenuItem("Axibug移植工具/[6]修复Sprite")]
|
||||
public static void FixMultipleMaterialSprites()
|
||||
{
|
||||
string[] guids = AssetDatabase.FindAssets("t:sprite");
|
||||
@ -360,7 +361,7 @@ public class AxiProjectTools : EditorWindow
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
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))
|
||||
{
|
||||
spritesToFix.Add(sprite);
|
||||
@ -368,7 +369,7 @@ public class AxiProjectTools : EditorWindow
|
||||
}
|
||||
}
|
||||
|
||||
// 修复每个找到的Sprite
|
||||
// 修复每个找到的Sprite
|
||||
foreach (var sprite in spritesToFix)
|
||||
{
|
||||
FixSprite(sprite);
|
||||
@ -376,14 +377,14 @@ public class AxiProjectTools : EditorWindow
|
||||
|
||||
AssetDatabase.SaveAssets();
|
||||
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)
|
||||
{
|
||||
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;
|
||||
|
||||
return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple;
|
||||
@ -391,24 +392,24 @@ public class AxiProjectTools : EditorWindow
|
||||
|
||||
private static void FixSprite(Sprite sprite)
|
||||
{
|
||||
// 获取Sprite的路径
|
||||
// 获取Sprite的路径
|
||||
string path = AssetDatabase.GetAssetPath(sprite);
|
||||
var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
|
||||
|
||||
if (textureImporter != null)
|
||||
{
|
||||
// 保存当前切割信息
|
||||
// 保存当前切割信息
|
||||
SpriteMetaData[] originalMetaData = textureImporter.spritesheet;
|
||||
|
||||
// 临时禁用Sprite导入
|
||||
// 临时禁用Sprite导入
|
||||
textureImporter.spriteImportMode = SpriteImportMode.None;
|
||||
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.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();
|
||||
}
|
||||
}
|
||||
|
@ -7,19 +7,19 @@ using static AxibugEmuOnline.Client.FilterEffect;
|
||||
|
||||
namespace AxibugEmuOnline.Client
|
||||
{
|
||||
public class FilterManager
|
||||
{
|
||||
private List<Filter> m_filters;
|
||||
private Dictionary<EnumPlatform, Filter> m_filterPlatforms = new Dictionary<EnumPlatform, Filter>();
|
||||
private AlphaWraper m_previewFilterWraper;
|
||||
FilterRomSetting m_filterRomSetting;
|
||||
/// <summary>
|
||||
/// 滤镜列表
|
||||
/// </summary>
|
||||
public IReadOnlyList<Filter> Filters => m_filters;
|
||||
public class FilterManager
|
||||
{
|
||||
private List<Filter> m_filters;
|
||||
private Dictionary<EnumPlatform, Filter> m_filterPlatforms = new Dictionary<EnumPlatform, Filter>();
|
||||
private AlphaWraper m_previewFilterWraper;
|
||||
FilterRomSetting m_filterRomSetting;
|
||||
/// <summary>
|
||||
/// 滤镜列表
|
||||
/// </summary>
|
||||
public IReadOnlyList<Filter> Filters => m_filters;
|
||||
|
||||
public FilterManager(CanvasGroup filterPreview, CanvasGroup mainBg)
|
||||
{
|
||||
public FilterManager(CanvasGroup filterPreview, CanvasGroup mainBg)
|
||||
{
|
||||
#if UNITY_PSP2
|
||||
m_filters = new List<Filter>();
|
||||
m_filterRomSetting = new FilterRomSetting();
|
||||
@ -27,376 +27,374 @@ namespace AxibugEmuOnline.Client
|
||||
return;
|
||||
#endif
|
||||
|
||||
m_filters = new List<Filter>
|
||||
{
|
||||
new Filter(new FixingPixelArtGrille()),
|
||||
new Filter(new LCDPostEffect()),
|
||||
new Filter(new MattiasCRT()),
|
||||
};
|
||||
var json = PlayerPrefs.GetString(nameof(FilterRomSetting));
|
||||
m_filterRomSetting = JsonUtility.FromJson<FilterRomSetting>(json) ?? new FilterRomSetting();
|
||||
m_filters = new List<Filter>
|
||||
{
|
||||
new Filter(new FixingPixelArtGrille()),
|
||||
new Filter(new LCDPostEffect()),
|
||||
new Filter(new MattiasCRT()),
|
||||
};
|
||||
var json = PlayerPrefs.GetString(nameof(FilterRomSetting));
|
||||
m_filterRomSetting = JsonUtility.FromJson<FilterRomSetting>(json) ?? new FilterRomSetting();
|
||||
|
||||
m_previewFilterWraper = new AlphaWraper(mainBg, filterPreview, false);
|
||||
ShutDownFilterPreview();
|
||||
ShutDownFilter();
|
||||
}
|
||||
m_previewFilterWraper = new AlphaWraper(mainBg, filterPreview, false);
|
||||
ShutDownFilterPreview();
|
||||
ShutDownFilter();
|
||||
}
|
||||
|
||||
private RenderTexture result = null;
|
||||
public Texture ExecuteFilterRender(Texture src)
|
||||
{
|
||||
if (result == null)
|
||||
{
|
||||
//result = RenderTexture.GetTemporary(Screen.width, Screen.height);
|
||||
result = Initer.instance.renderTest;
|
||||
}
|
||||
else if (result.width != Screen.width || result.height != Screen.height)
|
||||
{
|
||||
//RenderTexture.ReleaseTemporary(result);
|
||||
//result = RenderTexture.GetTemporary(Screen.width, Screen.height);
|
||||
result = Initer.instance.renderTest;
|
||||
}
|
||||
private RenderTexture result = null;
|
||||
public Texture ExecuteFilterRender(Texture src)
|
||||
{
|
||||
if (result == null)
|
||||
{
|
||||
result = RenderTexture.GetTemporary(Screen.width, Screen.height);
|
||||
}
|
||||
else if (result.width != Screen.width || result.height != Screen.height)
|
||||
{
|
||||
RenderTexture.ReleaseTemporary(result);
|
||||
result = RenderTexture.GetTemporary(Screen.width, Screen.height);
|
||||
}
|
||||
|
||||
|
||||
|
||||
bool anyFilterEnable = false;
|
||||
foreach (var filter in Filters)
|
||||
{
|
||||
if (!filter.m_setting.Enable.GetValue()) continue;
|
||||
filter.m_setting.Render(src, result);
|
||||
anyFilterEnable = true;
|
||||
}
|
||||
bool anyFilterEnable = false;
|
||||
foreach (var filter in Filters)
|
||||
{
|
||||
if (!filter.m_setting.Enable.GetValue()) continue;
|
||||
filter.m_setting.Render(src, result);
|
||||
anyFilterEnable = true;
|
||||
}
|
||||
|
||||
if (anyFilterEnable)
|
||||
return result;
|
||||
else
|
||||
return src;
|
||||
}
|
||||
if (anyFilterEnable)
|
||||
return result;
|
||||
else
|
||||
return src;
|
||||
}
|
||||
|
||||
/// <summary> 关闭滤镜预览 </summary>
|
||||
public void ShutDownFilterPreview()
|
||||
{
|
||||
m_previewFilterWraper.On = false;
|
||||
}
|
||||
/// <summary> 关闭滤镜预览 </summary>
|
||||
public void ShutDownFilterPreview()
|
||||
{
|
||||
m_previewFilterWraper.On = false;
|
||||
}
|
||||
|
||||
/// <summary> 开启滤镜预览 </summary>
|
||||
public void EnableFilterPreview()
|
||||
{
|
||||
m_previewFilterWraper.On = true;
|
||||
}
|
||||
/// <summary> 开启滤镜预览 </summary>
|
||||
public void EnableFilterPreview()
|
||||
{
|
||||
m_previewFilterWraper.On = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 打开滤镜
|
||||
/// </summary>
|
||||
/// <param name="filter"></param>
|
||||
public void EnableFilter(Filter filter)
|
||||
{
|
||||
foreach (var selfFiler in Filters)
|
||||
{
|
||||
if (selfFiler != filter) selfFiler.m_setting.Enable.Override(false);
|
||||
else selfFiler.m_setting.Enable.Override(true);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 打开滤镜
|
||||
/// </summary>
|
||||
/// <param name="filter"></param>
|
||||
public void EnableFilter(Filter filter)
|
||||
{
|
||||
foreach (var selfFiler in Filters)
|
||||
{
|
||||
if (selfFiler != filter) selfFiler.m_setting.Enable.Override(false);
|
||||
else selfFiler.m_setting.Enable.Override(true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 关闭滤镜效果
|
||||
/// </summary>
|
||||
public void ShutDownFilter()
|
||||
{
|
||||
//关闭所有后处理效果
|
||||
foreach (var filter in Filters)
|
||||
filter.m_setting.Enable.Override(false);
|
||||
}
|
||||
/// <summary>
|
||||
/// 关闭滤镜效果
|
||||
/// </summary>
|
||||
public void ShutDownFilter()
|
||||
{
|
||||
//关闭所有后处理效果
|
||||
foreach (var filter in Filters)
|
||||
filter.m_setting.Enable.Override(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 为指定rom设置滤镜以及滤镜的预设
|
||||
/// </summary>
|
||||
/// <param name="rom">rom对象</param>
|
||||
/// <param name="filter">滤镜</param>
|
||||
/// <param name="preset">滤镜预设</param>
|
||||
public void SetupFilter(RomFile rom, Filter filter, FilterPreset preset)
|
||||
{
|
||||
m_filterRomSetting.Setup(rom, filter, preset);
|
||||
/// <summary>
|
||||
/// 为指定rom设置滤镜以及滤镜的预设
|
||||
/// </summary>
|
||||
/// <param name="rom">rom对象</param>
|
||||
/// <param name="filter">滤镜</param>
|
||||
/// <param name="preset">滤镜预设</param>
|
||||
public void SetupFilter(RomFile rom, Filter filter, FilterPreset preset)
|
||||
{
|
||||
m_filterRomSetting.Setup(rom, filter, preset);
|
||||
|
||||
string json = m_filterRomSetting.ToJson();
|
||||
PlayerPrefs.SetString(nameof(FilterRomSetting), json);
|
||||
}
|
||||
string json = m_filterRomSetting.ToJson();
|
||||
PlayerPrefs.SetString(nameof(FilterRomSetting), json);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获得指定rom配置的滤镜设置
|
||||
/// </summary>
|
||||
/// <param name="rom">rom对象</param>
|
||||
/// <returns>此元组任意内任意成员都有可能为空</returns>
|
||||
public GetFilterSetting_result GetFilterSetting(RomFile rom)
|
||||
{
|
||||
var value = m_filterRomSetting.Get(rom);
|
||||
Filter filter = null;
|
||||
FilterPreset preset = null;
|
||||
/// <summary>
|
||||
/// 获得指定rom配置的滤镜设置
|
||||
/// </summary>
|
||||
/// <param name="rom">rom对象</param>
|
||||
/// <returns>此元组任意内任意成员都有可能为空</returns>
|
||||
public GetFilterSetting_result GetFilterSetting(RomFile rom)
|
||||
{
|
||||
var value = m_filterRomSetting.Get(rom);
|
||||
Filter filter = null;
|
||||
FilterPreset preset = null;
|
||||
|
||||
//filter = Filters.FirstOrDefault(f => f.Name == value.filterName);
|
||||
//if (filter != null)
|
||||
//{
|
||||
// string presetName = value.presetName;
|
||||
// preset = filter.Presets.FirstOrDefault(p => p.Name == presetName);
|
||||
//}
|
||||
//filter = Filters.FirstOrDefault(f => f.Name == value.filterName);
|
||||
//if (filter != null)
|
||||
//{
|
||||
// string presetName = value.presetName;
|
||||
// preset = filter.Presets.FirstOrDefault(p => p.Name == presetName);
|
||||
//}
|
||||
|
||||
filter = Filters.FirstOrDefault(f => f.Name == value.Item1);
|
||||
if (filter != null)
|
||||
{
|
||||
string presetName = value.Item2;
|
||||
preset = filter.Presets.FirstOrDefault(p => p.Name == presetName);
|
||||
}
|
||||
filter = Filters.FirstOrDefault(f => f.Name == value.Item1);
|
||||
if (filter != null)
|
||||
{
|
||||
string presetName = value.Item2;
|
||||
preset = filter.Presets.FirstOrDefault(p => p.Name == presetName);
|
||||
}
|
||||
|
||||
return new GetFilterSetting_result()
|
||||
{
|
||||
filter = filter,
|
||||
preset = preset
|
||||
};
|
||||
}
|
||||
return new GetFilterSetting_result()
|
||||
{
|
||||
filter = filter,
|
||||
preset = preset
|
||||
};
|
||||
}
|
||||
|
||||
public struct GetFilterSetting_result
|
||||
{
|
||||
public Filter filter;
|
||||
public FilterPreset preset;
|
||||
}
|
||||
public struct GetFilterSetting_result
|
||||
{
|
||||
public Filter filter;
|
||||
public FilterPreset preset;
|
||||
}
|
||||
|
||||
public class Filter
|
||||
{
|
||||
public string Name => m_setting.Name;
|
||||
public IReadOnlyCollection<EditableParamerter> Paramerters => m_setting.EditableParam;
|
||||
/// <summary> 滤镜预设 </summary>
|
||||
public List<FilterPreset> Presets = new List<FilterPreset>();
|
||||
/// <summary> 滤镜默认预设 </summary>
|
||||
public FilterPreset DefaultPreset = new FilterPreset("DEFAULT");
|
||||
public class Filter
|
||||
{
|
||||
public string Name => m_setting.Name;
|
||||
public IReadOnlyCollection<EditableParamerter> Paramerters => m_setting.EditableParam;
|
||||
/// <summary> 滤镜预设 </summary>
|
||||
public List<FilterPreset> Presets = new List<FilterPreset>();
|
||||
/// <summary> 滤镜默认预设 </summary>
|
||||
public FilterPreset DefaultPreset = new FilterPreset("DEFAULT");
|
||||
|
||||
internal FilterEffect m_setting;
|
||||
internal FilterEffect m_setting;
|
||||
|
||||
public Filter(FilterEffect setting)
|
||||
{
|
||||
m_setting = setting;
|
||||
public Filter(FilterEffect setting)
|
||||
{
|
||||
m_setting = setting;
|
||||
|
||||
loadPresets();
|
||||
}
|
||||
loadPresets();
|
||||
}
|
||||
|
||||
private void loadPresets()
|
||||
{
|
||||
var json = PlayerPrefs.GetString($"Filter_{Name}_PresetList", string.Empty);
|
||||
var loadedPresets = JsonUtility.FromJson<FilterPresetList>(json);
|
||||
if (loadedPresets == null) return;
|
||||
else Presets = loadedPresets.presets;
|
||||
}
|
||||
private void loadPresets()
|
||||
{
|
||||
var json = PlayerPrefs.GetString($"Filter_{Name}_PresetList", string.Empty);
|
||||
var loadedPresets = JsonUtility.FromJson<FilterPresetList>(json);
|
||||
if (loadedPresets == null) return;
|
||||
else Presets = loadedPresets.presets;
|
||||
}
|
||||
|
||||
public void SavePresets()
|
||||
{
|
||||
var json = JsonUtility.ToJson(new FilterPresetList(Presets));
|
||||
PlayerPrefs.SetString($"Filter_{Name}_PresetList", json);
|
||||
}
|
||||
public void SavePresets()
|
||||
{
|
||||
var json = JsonUtility.ToJson(new FilterPresetList(Presets));
|
||||
PlayerPrefs.SetString($"Filter_{Name}_PresetList", json);
|
||||
}
|
||||
|
||||
public MsgBool CreatePreset(string presetName, out FilterPreset newPreset)
|
||||
{
|
||||
newPreset = null;
|
||||
if (string.IsNullOrWhiteSpace(presetName)) return "名称不能为空";
|
||||
if (Presets.Count(p => p.Name == presetName) != 0) return "名称重复";
|
||||
public MsgBool CreatePreset(string presetName, out FilterPreset newPreset)
|
||||
{
|
||||
newPreset = null;
|
||||
if (string.IsNullOrWhiteSpace(presetName)) return "名称不能为空";
|
||||
if (Presets.Count(p => p.Name == presetName) != 0) return "名称重复";
|
||||
|
||||
newPreset = new FilterPreset(presetName);
|
||||
Presets.Add(newPreset);
|
||||
newPreset = new FilterPreset(presetName);
|
||||
Presets.Add(newPreset);
|
||||
|
||||
SavePresets();
|
||||
SavePresets();
|
||||
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public void RemovePreset(FilterPreset preset)
|
||||
{
|
||||
if (!Presets.Remove(preset)) return;
|
||||
SavePresets();
|
||||
public void RemovePreset(FilterPreset preset)
|
||||
{
|
||||
if (!Presets.Remove(preset)) return;
|
||||
SavePresets();
|
||||
|
||||
EventInvoker.RaiseFilterPresetRemoved(this, preset);
|
||||
}
|
||||
EventInvoker.RaiseFilterPresetRemoved(this, preset);
|
||||
}
|
||||
|
||||
public void ResetPreset()
|
||||
{
|
||||
foreach (var param in Paramerters)
|
||||
{
|
||||
param.ResetToDefault();
|
||||
}
|
||||
}
|
||||
public void ResetPreset()
|
||||
{
|
||||
foreach (var param in Paramerters)
|
||||
{
|
||||
param.ResetToDefault();
|
||||
}
|
||||
}
|
||||
|
||||
public void ApplyPreset(FilterPreset preset)
|
||||
{
|
||||
foreach (var param in Paramerters)
|
||||
{
|
||||
var value = preset.GetParamValue(param.Name, param.ValueType);
|
||||
if (value == null)
|
||||
param.ResetToDefault();
|
||||
else
|
||||
param.Apply(value);
|
||||
}
|
||||
public void ApplyPreset(FilterPreset preset)
|
||||
{
|
||||
foreach (var param in Paramerters)
|
||||
{
|
||||
var value = preset.GetParamValue(param.Name, param.ValueType);
|
||||
if (value == null)
|
||||
param.ResetToDefault();
|
||||
else
|
||||
param.Apply(value);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
private class FilterPresetList
|
||||
{
|
||||
public List<FilterPreset> presets;
|
||||
[Serializable]
|
||||
private class FilterPresetList
|
||||
{
|
||||
public List<FilterPreset> presets;
|
||||
|
||||
public FilterPresetList(List<FilterPreset> presets)
|
||||
{
|
||||
this.presets = presets;
|
||||
foreach (var preset in presets)
|
||||
{
|
||||
preset.ReadyForJson();
|
||||
}
|
||||
}
|
||||
}
|
||||
public FilterPresetList(List<FilterPreset> presets)
|
||||
{
|
||||
this.presets = presets;
|
||||
foreach (var preset in presets)
|
||||
{
|
||||
preset.ReadyForJson();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class FilterPreset
|
||||
{
|
||||
[SerializeField]
|
||||
public string Name;
|
||||
[SerializeField]
|
||||
private List<string> m_paramName = new List<string>();
|
||||
[SerializeField]
|
||||
private List<string> m_valueJson = new List<string>();
|
||||
[Serializable]
|
||||
public class FilterPreset
|
||||
{
|
||||
[SerializeField]
|
||||
public string Name;
|
||||
[SerializeField]
|
||||
private List<string> m_paramName = new List<string>();
|
||||
[SerializeField]
|
||||
private List<string> m_valueJson = new List<string>();
|
||||
|
||||
private bool m_cacheReady = false;
|
||||
private Dictionary<string, string> m_paramName2ValueJson;
|
||||
public FilterPreset(string presetName)
|
||||
{
|
||||
Name = presetName;
|
||||
}
|
||||
private bool m_cacheReady = false;
|
||||
private Dictionary<string, string> m_paramName2ValueJson;
|
||||
public FilterPreset(string presetName)
|
||||
{
|
||||
Name = presetName;
|
||||
}
|
||||
|
||||
public void ReadyForJson()
|
||||
{
|
||||
prepareCache();
|
||||
public void ReadyForJson()
|
||||
{
|
||||
prepareCache();
|
||||
|
||||
m_paramName = m_paramName2ValueJson.Keys.ToList();
|
||||
m_valueJson = m_paramName2ValueJson.Values.ToList();
|
||||
}
|
||||
m_paramName = m_paramName2ValueJson.Keys.ToList();
|
||||
m_valueJson = m_paramName2ValueJson.Values.ToList();
|
||||
}
|
||||
|
||||
public string GetParamValueJson(string paramName)
|
||||
{
|
||||
prepareCache();
|
||||
string value;
|
||||
m_paramName2ValueJson.TryGetValue(paramName, out value);
|
||||
return value;
|
||||
}
|
||||
public string GetParamValueJson(string paramName)
|
||||
{
|
||||
prepareCache();
|
||||
string value;
|
||||
m_paramName2ValueJson.TryGetValue(paramName, out value);
|
||||
return value;
|
||||
}
|
||||
|
||||
public object GetParamValue(string paramName, Type valueType)
|
||||
{
|
||||
var rawStr = GetParamValueJson(paramName);
|
||||
if (rawStr == null) return null;
|
||||
public object GetParamValue(string paramName, Type valueType)
|
||||
{
|
||||
var rawStr = GetParamValueJson(paramName);
|
||||
if (rawStr == null) return null;
|
||||
|
||||
if (valueType == typeof(float))
|
||||
{
|
||||
float floatVal;
|
||||
float.TryParse(rawStr, out floatVal);
|
||||
return floatVal;
|
||||
}
|
||||
else if (valueType.IsEnum)
|
||||
{
|
||||
var names = Enum.GetNames(valueType);
|
||||
var values = Enum.GetValues(valueType);
|
||||
if (valueType == typeof(float))
|
||||
{
|
||||
float floatVal;
|
||||
float.TryParse(rawStr, out floatVal);
|
||||
return floatVal;
|
||||
}
|
||||
else if (valueType.IsEnum)
|
||||
{
|
||||
var names = Enum.GetNames(valueType);
|
||||
var values = Enum.GetValues(valueType);
|
||||
|
||||
for (int i = 0; i < names.Length; i++)
|
||||
{
|
||||
if (names[i].Equals(rawStr))
|
||||
{
|
||||
return values.GetValue(i);
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
else
|
||||
{
|
||||
App.log.Error($"尚未支持的滤镜参数类型{valueType}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < names.Length; i++)
|
||||
{
|
||||
if (names[i].Equals(rawStr))
|
||||
{
|
||||
return values.GetValue(i);
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
else
|
||||
{
|
||||
App.log.Error($"尚未支持的滤镜参数类型{valueType}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetParamValue(string paramName, Type valueType, object value)
|
||||
{
|
||||
prepareCache();
|
||||
m_paramName2ValueJson[paramName] = value.ToString();
|
||||
}
|
||||
public void SetParamValue(string paramName, Type valueType, object value)
|
||||
{
|
||||
prepareCache();
|
||||
m_paramName2ValueJson[paramName] = value.ToString();
|
||||
}
|
||||
|
||||
private void prepareCache()
|
||||
{
|
||||
if (m_cacheReady) return;
|
||||
private void prepareCache()
|
||||
{
|
||||
if (m_cacheReady) return;
|
||||
|
||||
m_paramName2ValueJson = new Dictionary<string, string>();
|
||||
for (int i = 0; i < m_paramName.Count; i++)
|
||||
{
|
||||
m_paramName2ValueJson[m_paramName[i]] = m_valueJson[i];
|
||||
}
|
||||
m_paramName2ValueJson = new Dictionary<string, string>();
|
||||
for (int i = 0; i < m_paramName.Count; i++)
|
||||
{
|
||||
m_paramName2ValueJson[m_paramName[i]] = m_valueJson[i];
|
||||
}
|
||||
|
||||
m_cacheReady = true;
|
||||
}
|
||||
}
|
||||
m_cacheReady = true;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class FilterRomSetting
|
||||
{
|
||||
[SerializeField]
|
||||
private List<int> m_romID;
|
||||
[SerializeField]
|
||||
private List<Item> m_items;
|
||||
[Serializable]
|
||||
public class FilterRomSetting
|
||||
{
|
||||
[SerializeField]
|
||||
private List<int> m_romID;
|
||||
[SerializeField]
|
||||
private List<Item> m_items;
|
||||
|
||||
bool m_cacheReady = false;
|
||||
Dictionary<int, Item> m_cache;
|
||||
bool m_cacheReady = false;
|
||||
Dictionary<int, Item> m_cache;
|
||||
|
||||
public void Setup(RomFile rom, Filter filter, FilterPreset preset)
|
||||
{
|
||||
prepareCache();
|
||||
public void Setup(RomFile rom, Filter filter, FilterPreset preset)
|
||||
{
|
||||
prepareCache();
|
||||
|
||||
if (filter == null)
|
||||
m_cache.Remove(rom.ID);
|
||||
else
|
||||
m_cache[rom.ID] = new Item { FilterName = filter.Name, PresetName = preset != null ? preset.Name : null };
|
||||
}
|
||||
if (filter == null)
|
||||
m_cache.Remove(rom.ID);
|
||||
else
|
||||
m_cache[rom.ID] = new Item { FilterName = filter.Name, PresetName = preset != null ? preset.Name : null };
|
||||
}
|
||||
|
||||
public string ToJson()
|
||||
{
|
||||
prepareCache();
|
||||
m_romID = m_cache.Keys.ToList();
|
||||
m_items = m_cache.Values.ToList();
|
||||
public string ToJson()
|
||||
{
|
||||
prepareCache();
|
||||
m_romID = m_cache.Keys.ToList();
|
||||
m_items = m_cache.Values.ToList();
|
||||
|
||||
return JsonUtility.ToJson(this);
|
||||
}
|
||||
return JsonUtility.ToJson(this);
|
||||
}
|
||||
|
||||
public ValueTuple<string, string> Get(RomFile rom)
|
||||
{
|
||||
prepareCache();
|
||||
public ValueTuple<string, string> Get(RomFile rom)
|
||||
{
|
||||
prepareCache();
|
||||
|
||||
Item item;
|
||||
m_cache.TryGetValue(rom.ID, out item);
|
||||
return new ValueTuple<string, string>(item.FilterName, item.PresetName);
|
||||
}
|
||||
Item item;
|
||||
m_cache.TryGetValue(rom.ID, out item);
|
||||
return new ValueTuple<string, string>(item.FilterName, item.PresetName);
|
||||
}
|
||||
|
||||
private void prepareCache()
|
||||
{
|
||||
if (m_cacheReady) return;
|
||||
private void prepareCache()
|
||||
{
|
||||
if (m_cacheReady) return;
|
||||
|
||||
if (m_items == null) m_items = new List<Item>();
|
||||
if (m_romID == null) m_romID = new List<int>();
|
||||
m_cache = new Dictionary<int, Item>();
|
||||
for (int i = 0; i < m_romID.Count && i < m_items.Count; i++)
|
||||
{
|
||||
m_cache[m_romID[i]] = m_items[i];
|
||||
}
|
||||
if (m_items == null) m_items = new List<Item>();
|
||||
if (m_romID == null) m_romID = new List<int>();
|
||||
m_cache = new Dictionary<int, Item>();
|
||||
for (int i = 0; i < m_romID.Count && i < m_items.Count; i++)
|
||||
{
|
||||
m_cache[m_romID[i]] = m_items[i];
|
||||
}
|
||||
|
||||
m_cacheReady = true;
|
||||
}
|
||||
m_cacheReady = true;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
struct Item
|
||||
{
|
||||
public string FilterName;
|
||||
public string PresetName;
|
||||
}
|
||||
}
|
||||
}
|
||||
[Serializable]
|
||||
struct Item
|
||||
{
|
||||
public string FilterName;
|
||||
public string PresetName;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user