master #72

Merged
sin365 merged 5 commits from Alienjack/AxibugEmuOnline:master into master 2024-12-27 01:26:34 +08:00
2 changed files with 373 additions and 374 deletions
Showing only changes of commit 7b29000a70 - Show all commits

View File

@ -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]UGUI组件")]
[MenuItem("Axibug移植工具/[1]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]")]
[MenuItem("Axibug移植工具/[2]")]
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]")]
[MenuItem("Axibug移植工具/[3]")]
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]")]
[MenuItem("Axibug移植工具/[4]")]
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]Sprite")]
[MenuItem("Axibug移植工具/[6]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();
}
}

View File

@ -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;
}
}
}
}