Trò chơi đua xe động vật trong UNITY Engine
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- PrefabBuilder.cs
- Unity /
- Editor /
- Spriter2Unity /
- ThirdParty /
- Assets /
- project /
1 /*
2 Copyright (c) 2014 Andrew Jones, Dario Seyb
3 Based on 'Spriter2Unity' python code by Malhavok
4
5 Permission is hereby granted, free of charge, to any person obtaining a copy
6 of this software and associated documentation files (the "Software"), to deal
7 in the Software without restriction, including without limitation the rights
8 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 copies of the Software, and to permit persons to whom the Software is
10 furnished to do so, subject to the following conditions:
11
12 The above copyright notice and this permission notice shall be included in
13 all copies or substantial portions of the Software.
14
15 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
21 THE SOFTWARE.
22 */
23 using UnityEngine;
24 using UnityEditor;
25 using System;
26 using System.Collections.Generic;
27 using System.Linq;
28 using System.Text;
29 using Spriter2Unity.Runtime;
30
31 namespace Assets.ThirdParty.Spriter2Unity.Editor.Unity
32 {
33 //Name clash between Spriter and Unity - use the Spriter version by default
34 using Animation = Assets.ThirdParty.Spriter2Unity.Editor.Spriter.SpriterAnimation;
35 using Assets.ThirdParty.Spriter2Unity.Editor.Spriter;
36
37 public class PrefabBuilder
38 {
39 public GameObject MakePrefab(Entity entity, GameObject root, string spriteFolder)
40 {
41 //Set the name (in case it changed)
42 root.name = entity.Name;
43
44 if(!root.GetComponent<SpriterEntity>())
45 {
46 root.AddComponent<SpriterEntity>();
47 }
48
49 //Build the GameObject hierarchy
50 foreach (var animation in entity.Animations)
51 {
52 MakePrefab(animation, root, spriteFolder);
53 }
54 return root;
55 }
56
57 private void MakePrefab(Animation animation, GameObject root, string spriteFolder)
58 {
59 foreach(var mainKey in animation.MainlineKeys)
60 {
61 MakePrefab(mainKey, root, spriteFolder);
62 }
63 }
64
65 private struct RefParentInfo
66 {
67 public Ref Ref;
68 public GameObject Root;
69 }
70
71 private void MakePrefab(MainlineKey mainKey, GameObject root, string spriteFolder)
72 {
73 var rootInfo = mainKey.GetChildren(null).Select(child => new RefParentInfo { Ref = child, Root = root });
74 Stack<RefParentInfo> toProcess = new Stack<RefParentInfo>(rootInfo);
75 while(toProcess.Count > 0)
76 {
77 var next = toProcess.Pop();
78 var go = MakePrefab(next.Ref, next.Root, spriteFolder);
79 foreach(var child in mainKey.GetChildren(next.Ref))
80 {
81 toProcess.Push(new RefParentInfo{Ref = child, Root = go});
82 }
83 }
84 }
85
86 private GameObject MakePrefab(Ref childRef, GameObject root, string spriteFolder)
87 {
88 var timeline = childRef.Referenced.Timeline;
89 var transform = root.transform.Find(timeline.Name);
90 GameObject go;
91 if(transform == null)
92 {
93 go = MakeGameObject(childRef, root, spriteFolder);
94 }
95 else
96 {
97 go = transform.gameObject;
98 }
99 return go;
100 }
101
102 private GameObject MakeGameObject(Ref childRef, GameObject parent, string spriteFolder)
103 {
104 TimelineKey key = childRef.Referenced;
105 GameObject go = new GameObject(key.Timeline.Name);
106 if (parent != null)
107 {
108 go.transform.parent = parent.transform;
109 }
110
111 //Any objects that show up only after t=0 begin inactive
112 if(key.Time_Ms > 0)
113 {
114 go.SetActive(false);
115 }
116
117 var spriteKey = key as SpriteTimelineKey;
118 if (spriteKey != null)
119 {
120 //Set initial sprite information
121 var sprite = go.AddComponent<SpriteRenderer>();
122 //Hack to be able to animate the sortingOrder property
123 go.AddComponent<SortingOrderUpdate>();
124 sprite.sprite = AssetUtils.GetSpriteAtPath(spriteKey.File.Name, spriteFolder);
125 }
126
127 SetTransform(childRef, go.transform);
128
129 return go;
130 }
131
132 private void SetTransform(Ref childRef, Transform transform)
133 {
134 Vector3 localPosition;
135 Vector3 localScale;
136 Vector3 localEulerAngles;
137
138 PrefabUtils.BakeTransforms(childRef, out localPosition, out localEulerAngles, out localScale);
139 transform.localPosition = localPosition;
140 transform.localScale = localScale;
141 transform.localEulerAngles = localEulerAngles;
142 }
143 }
144 }
2 Copyright (c) 2014 Andrew Jones, Dario Seyb
3 Based on 'Spriter2Unity' python code by Malhavok
4
5 Permission is hereby granted, free of charge, to any person obtaining a copy
6 of this software and associated documentation files (the "Software"), to deal
7 in the Software without restriction, including without limitation the rights
8 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 copies of the Software, and to permit persons to whom the Software is
10 furnished to do so, subject to the following conditions:
11
12 The above copyright notice and this permission notice shall be included in
13 all copies or substantial portions of the Software.
14
15 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
21 THE SOFTWARE.
22 */
23 using UnityEngine;
24 using UnityEditor;
25 using System;
26 using System.Collections.Generic;
27 using System.Linq;
28 using System.Text;
29 using Spriter2Unity.Runtime;
30
31 namespace Assets.ThirdParty.Spriter2Unity.Editor.Unity
32 {
33 //Name clash between Spriter and Unity - use the Spriter version by default
34 using Animation = Assets.ThirdParty.Spriter2Unity.Editor.Spriter.SpriterAnimation;
35 using Assets.ThirdParty.Spriter2Unity.Editor.Spriter;
36
37 public class PrefabBuilder
38 {
39 public GameObject MakePrefab(Entity entity, GameObject root, string spriteFolder)
40 {
41 //Set the name (in case it changed)
42 root.name = entity.Name;
43
44 if(!root.GetComponent<SpriterEntity>())
45 {
46 root.AddComponent<SpriterEntity>();
47 }
48
49 //Build the GameObject hierarchy
50 foreach (var animation in entity.Animations)
51 {
52 MakePrefab(animation, root, spriteFolder);
53 }
54 return root;
55 }
56
57 private void MakePrefab(Animation animation, GameObject root, string spriteFolder)
58 {
59 foreach(var mainKey in animation.MainlineKeys)
60 {
61 MakePrefab(mainKey, root, spriteFolder);
62 }
63 }
64
65 private struct RefParentInfo
66 {
67 public Ref Ref;
68 public GameObject Root;
69 }
70
71 private void MakePrefab(MainlineKey mainKey, GameObject root, string spriteFolder)
72 {
73 var rootInfo = mainKey.GetChildren(null).Select(child => new RefParentInfo { Ref = child, Root = root });
74 Stack<RefParentInfo> toProcess = new Stack<RefParentInfo>(rootInfo);
75 while(toProcess.Count > 0)
76 {
77 var next = toProcess.Pop();
78 var go = MakePrefab(next.Ref, next.Root, spriteFolder);
79 foreach(var child in mainKey.GetChildren(next.Ref))
80 {
81 toProcess.Push(new RefParentInfo{Ref = child, Root = go});
82 }
83 }
84 }
85
86 private GameObject MakePrefab(Ref childRef, GameObject root, string spriteFolder)
87 {
88 var timeline = childRef.Referenced.Timeline;
89 var transform = root.transform.Find(timeline.Name);
90 GameObject go;
91 if(transform == null)
92 {
93 go = MakeGameObject(childRef, root, spriteFolder);
94 }
95 else
96 {
97 go = transform.gameObject;
98 }
99 return go;
100 }
101
102 private GameObject MakeGameObject(Ref childRef, GameObject parent, string spriteFolder)
103 {
104 TimelineKey key = childRef.Referenced;
105 GameObject go = new GameObject(key.Timeline.Name);
106 if (parent != null)
107 {
108 go.transform.parent = parent.transform;
109 }
110
111 //Any objects that show up only after t=0 begin inactive
112 if(key.Time_Ms > 0)
113 {
114 go.SetActive(false);
115 }
116
117 var spriteKey = key as SpriteTimelineKey;
118 if (spriteKey != null)
119 {
120 //Set initial sprite information
121 var sprite = go.AddComponent<SpriteRenderer>();
122 //Hack to be able to animate the sortingOrder property
123 go.AddComponent<SortingOrderUpdate>();
124 sprite.sprite = AssetUtils.GetSpriteAtPath(spriteKey.File.Name, spriteFolder);
125 }
126
127 SetTransform(childRef, go.transform);
128
129 return go;
130 }
131
132 private void SetTransform(Ref childRef, Transform transform)
133 {
134 Vector3 localPosition;
135 Vector3 localScale;
136 Vector3 localEulerAngles;
137
138 PrefabUtils.BakeTransforms(childRef, out localPosition, out localEulerAngles, out localScale);
139 transform.localPosition = localPosition;
140 transform.localScale = localScale;
141 transform.localEulerAngles = localEulerAngles;
142 }
143 }
144 }
Name clash between Spriter and Unity - use the Spriter version by default
Set the name (in case it changed)
Build the GameObject hierarchy
Any objects that show up only after t=0 begin inactive
Set initial sprite information
Hack to be able to animate the sortingOrder property