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