Ver Fonte

fix:更新贴图属性设置

chenbin há 5 dias atrás
pai
commit
d2c619843c

+ 61 - 0
Assets/Scripts/Business/Editor/Tests/TestDigits.cs

@@ -0,0 +1,61 @@
+using System.Text;
+using UnityEngine;
+
+namespace FL.Editor.Tests
+{
+    public class TestDigits
+    {
+        [UnityEditor.MenuItem("Test/Digits/Encrypt")]
+        public static void Encrypt()
+        {
+            var digit = "120";
+            uint r = 100;// 1000000000;
+            uint i = 46;// 534862510;
+            var bytes = Encoding.UTF8.GetBytes(digit);
+            var result = EncryptXor(bytes, i, r);
+            //EncryptXor(new byte[] { 1, 2, 0 }, 10);
+            var test1 = 0b100011 ^ 0b10;
+            var test2 = 0b110010 ^ 0b10;
+            Debug.Log($"Encrypt value:{digit} Result:{result} test1:{test1} test2:{test2}");
+        }
+        public static void EncryptXor(byte[] bytes, uint key)
+        {
+            if (bytes == null)
+                return;
+            for (var i = 0; i < bytes.Length; i++) // 依次对字符串中各字符进行操作
+            {
+                var current = bytes[i];
+                bytes[i] = (byte)(current ^ key); // 将密钥与字符异或
+            }
+        }
+        /// <summary>
+        /// 异或加密
+        /// </summary>
+        /// <param name="bytes"></param>
+        /// <param name="i">默认为 1023</param>
+        private static long EncryptXor(byte[] bytes, uint i, uint r)
+        {
+            if (bytes == null)
+                return 0;
+            if (bytes.Length == 1)
+            {
+                return bytes[0] ^ i;
+            }
+            long n = (bytes[0] ^ i);
+
+            for (long t = r, s = 1; s < bytes.Length; s++)
+            {
+                long e = (bytes[s] ^ i) * t;
+                n = n + e;
+                t = t * r;
+            }
+            return n;
+        }
+        [UnityEditor.MenuItem("Test/Digits/Float")]
+        private static void TestFloat()
+        {
+            var val = 1833.33333333f;
+            Debug.Log($"Round:{Mathf.RoundToInt(val)} Ceil:{Mathf.CeilToInt(val)}  Float:{Mathf.FloorToInt(val)}");
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/Business/Editor/Tests/TestDigits.cs.meta

@@ -0,0 +1,11 @@
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+ 16 - 0
Assets/Scripts/Business/Editor/Tests/TestEntitySize.cs

@@ -0,0 +1,16 @@
+using UnityEngine;
+
+namespace FL
+{
+    public class TestEntitySize : MonoBehaviour
+    {
+        public float radius = 1;
+        public Color color = Color.red;
+
+        private void OnDrawGizmos()
+        {
+            Gizmos.color = color;
+            Gizmos.DrawSphere(transform.position, radius);
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/Business/Editor/Tests/TestEntitySize.cs.meta

@@ -0,0 +1,11 @@
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+ 32 - 0
Assets/Scripts/Business/Editor/Tests/TestForward.cs

@@ -0,0 +1,32 @@
+using UnityEngine;
+
+namespace FL.Editor.Tests
+{
+    [ExecuteInEditMode]
+    public class TestForward : MonoBehaviour
+    {
+        public bool isRandom;
+        // Start is called before the first frame update
+        void Start()
+        {
+            Debug.Log($"TestForward name:{transform.name} forward:{transform.forward} rot:{transform.localRotation.eulerAngles}");
+        }
+
+        // Update is called once per frame
+        void Update()
+        {
+            if (isRandom)
+            {
+                isRandom = false;
+                var dir = Vector3.zero;
+                dir.x = 0.37f;// Random.Range(-1f, 1f);
+                dir.y = 0.93f;// Random.Range(-1f, 1f);
+                var angleX = Vector3.Angle(dir, Vector3.right);
+                var angleY = Vector3.Angle(dir, Vector3.up);
+                var angleZ = Vector3.Angle(dir, Vector3.forward);
+                //transform.localRotation = Quaternion.LookRotation(dir, Vector3.right);
+                Debug.Log($"TestForward dir:{dir} angleX:{angleX} Y:{angleY} Z:{angleZ}");
+            }
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/Business/Editor/Tests/TestForward.cs.meta

@@ -0,0 +1,11 @@
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+ 76 - 0
Assets/Scripts/Business/Editor/Tests/TestJson.cs

@@ -0,0 +1,76 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.IO;
+using UnityEditor;
+using UnityEngine;
+using XGame.Editor.Asset;
+using XGame.Framework.Json;
+
+namespace FL.Editor
+{
+    public class TestJson
+    {
+        [MenuItem("Test/Json/ToBytes")]
+        private static void ToTables()
+        {
+            var task = new TestJson();
+            task.Start();
+
+        }
+        private void Start()
+        {
+            var jsonFolder = PathDefine.ExtAssetsPath + "/Editor/json";
+            if (!Directory.Exists(jsonFolder))
+            {
+                return;
+            }
+            var tableFolder = PathDefine.ExtAssetsPath + "/Editor/Tables";
+            if (Directory.Exists(tableFolder))
+            {
+                Directory.Delete(tableFolder, true);
+            }
+            Directory.CreateDirectory(tableFolder);
+            var templeTable = File.ReadAllText(PathDefine.ExtAssetsPath + "/Editor/TemplateTable.cs");
+            var jsonPaths = Directory.GetFiles(jsonFolder, "*.json", SearchOption.AllDirectories);
+            foreach (var jsonPath in jsonPaths)
+            {
+                var fileName = Path.GetFileNameWithoutExtension(jsonPath);
+                var text = File.ReadAllText(jsonPath);
+                var objArray = XJson.ToObject(text);
+                var obj = objArray.IsArray ? objArray[0] : objArray;
+                var keys = obj.Keys;
+                if (keys.Count == 0)
+                {
+                    continue;
+                }
+
+                foreach (var key in keys)
+                {
+                    var value = obj[key];
+                    if (value == null)
+                        continue;
+                    if (value.IsString)
+                    {
+
+                    }
+                    else if (value.IsDouble)
+                    {
+
+                    }
+                    else if (value.IsInt)
+                    {
+                        Debug.Log($"int Key:{key} value:{value}");
+                    }
+                    else if (value.IsLong)
+                    {
+                        Debug.Log($"long Key:{key} value:{value}");
+                    }
+                    else if (value.IsBoolean)
+                    {
+                        Debug.Log($"bool Key:{key} value:{value}");
+                    }
+                }
+            }
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/Business/Editor/Tests/TestJson.cs.meta

@@ -0,0 +1,11 @@
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+ 54 - 0
Assets/Scripts/Business/Editor/Tests/TestSpine.cs

@@ -0,0 +1,54 @@
+using Spine;
+using Spine.Unity;
+using UnityEditor;
+using UnityEngine;
+
+namespace FL.Editor.Tests
+{
+    public class TestSpine
+    {
+        [MenuItem("Test/Spine/TestType")]
+        public static void TestType()
+        {
+            var type = typeof(SkeletonDataAsset);
+            Debug.Log($"Type FullName:{type.FullName} Namespace:{type.Namespace} Name:{type.Name}");
+        }
+        [MenuItem("Test/Spine/EventTime")]
+        public static void TestEventTime()
+        {
+            var impl = new TestSpine();
+            impl.Start();
+        }
+        public void Start()
+        {
+            var guids = AssetDatabase.FindAssets("t:SkeletonDataAsset");
+            foreach (var guid in guids)
+            {
+                var assetPath = AssetDatabase.GUIDToAssetPath(guid);
+                Debug.Log($"SkeletonDataAsset Path:{assetPath}");
+                var asset = AssetDatabase.LoadAssetAtPath<SkeletonDataAsset>(assetPath);
+                TestEventTime(asset);
+            }
+        }
+        //TODO spine¶¯×÷µÄʼþ
+        private void TestEventTime(SkeletonDataAsset skeletonDataAsset)
+        {
+            var skData = skeletonDataAsset.GetSkeletonData(false);
+            foreach (var animation in skData.Animations) 
+            {
+                foreach (var timeline in animation.Timelines)
+                {
+                    if (timeline is EventTimeline eventTimeline)
+                    {
+                        foreach (var @event in eventTimeline.Events)
+                        {
+                            Debug.Log($"Asset:{skeletonDataAsset.name} Animation:{animation.Name} Duration:{animation.Duration} Event:{@event.Data.Name} Time:{@event.Time}");
+                        }
+                    }
+                }
+            }
+            
+        }
+
+    }
+}

+ 11 - 0
Assets/Scripts/Business/Editor/Tests/TestSpine.cs.meta

@@ -0,0 +1,11 @@
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+ 131 - 0
Assets/Scripts/Business/Editor/Tools/FLAssetPostprocessor.Model.cs

@@ -0,0 +1,131 @@
+using UnityEditor;
+using UnityEngine;
+
+namespace FL.Editor
+{
+    /// <summary>
+    /// 模型资源属性预设
+    /// </summary>
+    public partial class FLAssetPostprocessor : AssetPostprocessor
+    {
+        private void OnPreprocessModel()
+        {
+            if (!assetPath.StartsWith(ResRelative))
+                return;
+	        
+            var modelImporter = (ModelImporter)assetImporter;
+            modelImporter.isReadable = assetPath.ToLower().Contains(Readable);
+            
+            //顶点优化选项,开启后顶点将被重新排序,GPU性能可以得到提升
+            modelImporter.optimizeMeshVertices = true;
+            
+            //合并相同位置的顶点
+            modelImporter.weldVertices = true;
+            
+            //优化骨骼节点
+            modelImporter.optimizeGameObjects = true;
+        
+            // 混合形状,人物模型看情况开启,开启的话使用SkinnedMeshRenderer代替MeshRenderer
+            modelImporter.importBlendShapes = false;
+            
+            // 可见性
+            //modelImporter.importVisibility = false;
+            
+            // 导入相机
+            modelImporter.importCameras = false;
+            
+            // 光照
+            modelImporter.importLights = false;
+            
+            //材质球
+            //临时注释
+            //modelImporter.materialImportMode = ModelImporterMaterialImportMode.None;
+            
+            modelImporter.keepQuads = false;
+            modelImporter.meshCompression = ModelImporterMeshCompression.Medium;
+            modelImporter.meshOptimizationFlags = MeshOptimizationFlags.Everything;
+            
+            modelImporter.importAnimation = assetPath.Contains("@");
+            modelImporter.animationCompression = ModelImporterAnimationCompression.Optimal;
+            modelImporter.animationType = ModelImporterAnimationType.Generic;
+            modelImporter.skinWeights = ModelImporterSkinWeights.Custom;
+            modelImporter.maxBonesPerVertex = 2;
+            
+            //网格缓冲区大小,默认为Auto,根据Mesh Size自动选择16或者32位Buff
+            //modelImporter.indexFormat = ModelImporterIndexFormat.Auto;
+            //法线,先全部关闭,后期看美术是否需要使用Mesh 的法线再开启
+            //modelImporter.importNormals = ModelImporterNormals.None;
+            //切线
+            modelImporter.importTangents = ModelImporterTangents.None;
+            //uv交换,使用lightmap时需要开启
+            modelImporter.swapUVChannels = false;
+            modelImporter.generateSecondaryUV = false;
+        }
+
+        private void OnPostprocessModel(GameObject model)
+        {
+            var modelImporter = (ModelImporter)assetImporter;
+            var isAnimation = assetPath.Contains("@");
+
+            //动画后处理部分
+			if (isAnimation)
+			{
+				//var animationClipList = new List<AnimationClip>(AnimationUtility.GetAnimationClips(model));
+				//if (animationClipList.Count == 0) 
+				//{
+				//	var objectList = UnityEngine.Object.FindObjectsOfType (typeof(AnimationClip)) as AnimationClip[];
+				//	animationClipList.AddRange(objectList);
+				//}
+				
+				//foreach (var clip in animationClipList)
+				//{
+				//	try
+				//	{
+    //                    //AnimationUtils.CompressAnimationClip(clip);
+				//		//var curves = AnimationUtility.GetAllCurves(clip);
+
+				//		////浮点数精度压缩为f4
+				//		//foreach (var curveDate in curves)
+				//		//{
+				//		//	if (curveDate.curve?.keys == null)
+				//		//		continue;
+
+				//		//	var keyFrames = curveDate.curve.keys;
+				//		//	for (var i = 0; i < keyFrames.Length; i++)
+				//		//	{
+				//		//		var key = keyFrames[i];
+				//		//		key.value = float.Parse(key.value.ToString("f4"));
+				//		//		key.inTangent = float.Parse(key.inTangent.ToString("f4"));
+				//		//		key.outTangent = float.Parse(key.outTangent.ToString("f4"));
+				//		//		keyFrames[i] = key;
+				//		//	}
+				//		//	curveDate.curve.keys = keyFrames;
+				//		//	clip.SetCurve(curveDate.path, curveDate.type, curveDate.propertyName, curveDate.curve);
+				//		//}
+				//	}
+				//	catch (System.Exception e)
+				//	{
+				//		Debug.LogError($"CompressAnimationClip Failed !!! animationPath : {assetPath} error: {e}");
+				//	}
+				//}
+			}
+			else
+			{
+				var renderers = model.transform.GetComponentsInChildren<Renderer>();
+				foreach (var renderer in renderers)
+				{
+                    if (renderer == null || renderer.sharedMaterial == null)
+						continue;
+                    
+					if (renderer.sharedMaterial.name != model.name)
+					{
+						Debug.LogWarning("材质名和模型名不匹配!" + model.name);
+					}
+				}
+			}
+        }
+        
+    }
+
+}
+

+ 3 - 0
Assets/Scripts/Business/Editor/Tools/FLAssetPostprocessor.Model.cs.meta

@@ -0,0 +1,3 @@
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+guid: 019eb608a51440458510b7b7d1e658b7
+timeCreated: 1619600083

+ 182 - 0
Assets/Scripts/Business/Editor/Tools/FLAssetPostprocessor.Texture.cs

@@ -0,0 +1,182 @@
+using UnityEditor;
+using UnityEngine;
+using XGame.Editor.Asset.Tools;
+
+namespace FL.Editor
+{
+    /// <summary>
+    /// 纹理资源属性预设
+    /// </summary>
+    public partial class FLAssetPostprocessor : AssetPostprocessor
+    {
+        /// <summary>
+        /// Assets相对路径前缀
+        /// </summary>
+        private const string ResRelative = "Assets/Res/";
+        private const string i18nRelative = "Assets/i18n/"; 
+        
+        private const string Readable = "readable";
+        private const string Mipmap = "mipmap";
+        
+        private const string UIAtlas = "/Atlas/";
+        
+        private const string Sprites = "/Sprites/";
+        
+        private const string Textures = "/Textures/";
+
+        private const string FGUITextures = "/Addressable/FGUI/";
+        
+        private const string SpineTextures = "/Spines/";
+        
+        private const int AtlasTextureMaxSize = 512;
+        private const int TextureMaxSize = 2048;
+        private const TextureImporterFormat HaveAlphaSettingFormat = TextureImporterFormat.ASTC_6x6;
+        private const TextureImporterFormat AndroidNoAlphaSettingFormat = TextureImporterFormat.ETC2_RGB4;
+        private const TextureImporterFormat IosNoAlphaSettingFormat = TextureImporterFormat.ASTC_6x6;
+        
+        private void OnPreprocessTexture()
+        {
+            if (!assetPath.StartsWith(ResRelative))
+                return;
+            // CheckTextureAlpha(assetPath);
+
+            var textureImporter = (TextureImporter)assetImporter;
+            textureImporter.isReadable = assetPath.ToLower().Contains(Readable);
+            textureImporter.anisoLevel = 1;
+
+            var haveAlpha = textureImporter.DoesSourceTextureHaveAlpha();
+        
+            #region Atlas
+        
+            if (assetPath.Contains(UIAtlas))
+            {
+                textureImporter.textureType = TextureImporterType.Sprite;
+                textureImporter.spriteImportMode = SpriteImportMode.Single;
+                textureImporter.mipmapEnabled = false;
+                var defaultSetting = textureImporter.GetDefaultPlatformTextureSettings();
+                defaultSetting.format = TextureImporterFormat.Automatic;
+                defaultSetting.textureCompression = TextureImporterCompression.Uncompressed;
+                defaultSetting.maxTextureSize = AtlasTextureMaxSize;
+                textureImporter.SetPlatformTextureSettings(defaultSetting);
+        
+                return;
+            }
+        
+            #endregion
+        
+            #region Sprite
+        
+            if (assetPath.Contains(Sprites))
+            {
+                textureImporter.textureType = TextureImporterType.Sprite;
+                textureImporter.spriteImportMode = SpriteImportMode.Single;
+                textureImporter.mipmapEnabled = false;
+                textureImporter.npotScale = TextureImporterNPOTScale.None;
+                var defaultSetting = textureImporter.GetDefaultPlatformTextureSettings();
+                defaultSetting.format = TextureImporterFormat.Automatic;
+                defaultSetting.textureCompression = TextureImporterCompression.Compressed;
+                defaultSetting.maxTextureSize = TextureMaxSize;
+                textureImporter.SetPlatformTextureSettings(defaultSetting);
+                //ios
+                var iosSetting = textureImporter.GetPlatformTextureSettings("iOS");
+                iosSetting.overridden = true;
+                iosSetting.format = haveAlpha ? HaveAlphaSettingFormat : IosNoAlphaSettingFormat;
+                iosSetting.textureCompression = TextureImporterCompression.Compressed;
+                iosSetting.maxTextureSize = TextureMaxSize;
+                textureImporter.SetPlatformTextureSettings(iosSetting);
+                //Android
+                var androidSetting = textureImporter.GetPlatformTextureSettings("Android");
+                androidSetting.overridden = true;
+                androidSetting.format = haveAlpha ? HaveAlphaSettingFormat : AndroidNoAlphaSettingFormat;
+                androidSetting.textureCompression = TextureImporterCompression.Compressed;
+                androidSetting.maxTextureSize = TextureMaxSize;
+                textureImporter.SetPlatformTextureSettings(androidSetting);
+        
+                return;
+            }
+            #endregion
+
+            #region Texture
+            if (assetPath.Contains(Textures) || assetPath.Contains(FGUITextures))
+            {
+                textureImporter.textureType = TextureImporterType.Default;
+                // Unity导入贴图默认使用的sprite,切换为Default时会开启mipmapEnabled,因此需要在设置textureType后再设置mipmapEnabled
+                textureImporter.mipmapEnabled = assetPath.ToLower().Contains(Mipmap);
+                var defaultSetting = textureImporter.GetDefaultPlatformTextureSettings();
+                defaultSetting.format = TextureImporterFormat.Automatic;
+                defaultSetting.textureCompression = TextureImporterCompression.Compressed;
+                defaultSetting.maxTextureSize = TextureMaxSize;
+                textureImporter.SetPlatformTextureSettings(defaultSetting);
+                //ios
+                var iosSetting = textureImporter.GetPlatformTextureSettings("iOS");
+                iosSetting.overridden = true;
+                iosSetting.format = haveAlpha ? HaveAlphaSettingFormat : IosNoAlphaSettingFormat;
+                iosSetting.textureCompression = TextureImporterCompression.Compressed;
+                iosSetting.maxTextureSize = TextureMaxSize;
+                textureImporter.SetPlatformTextureSettings(iosSetting);
+                //Android
+                var androidSetting = textureImporter.GetPlatformTextureSettings("Android");
+                androidSetting.overridden = true;
+                androidSetting.format = haveAlpha ? HaveAlphaSettingFormat : AndroidNoAlphaSettingFormat;
+                androidSetting.textureCompression = TextureImporterCompression.Compressed;
+                androidSetting.maxTextureSize = TextureMaxSize;
+                textureImporter.SetPlatformTextureSettings(androidSetting);
+        
+                return;
+            }
+
+            #endregion
+
+            #region Spine
+            return;
+            if (assetPath.Contains(SpineTextures))
+            {
+                textureImporter.textureType = TextureImporterType.Default;
+                // Unity导入贴图默认使用的sprite,切换为Default时会开启mipmapEnabled,因此需要在设置textureType后再设置mipmapEnabled
+                textureImporter.mipmapEnabled = assetPath.ToLower().Contains(Mipmap);
+                textureImporter.npotScale = TextureImporterNPOTScale.None;
+
+                var defaultSetting = textureImporter.GetDefaultPlatformTextureSettings();
+                defaultSetting.format = TextureImporterFormat.Automatic;
+                defaultSetting.textureCompression = TextureImporterCompression.CompressedHQ;
+                defaultSetting.maxTextureSize = TextureMaxSize;
+                textureImporter.SetPlatformTextureSettings(defaultSetting);
+                //ios
+                var iosSetting = textureImporter.GetPlatformTextureSettings("iOS");
+                iosSetting.overridden = true;
+                iosSetting.format = haveAlpha ? HaveAlphaSettingFormat : IosNoAlphaSettingFormat;
+                iosSetting.textureCompression = TextureImporterCompression.CompressedHQ;
+                iosSetting.maxTextureSize = TextureMaxSize;
+                textureImporter.SetPlatformTextureSettings(iosSetting);
+                //Android
+                var androidSetting = textureImporter.GetPlatformTextureSettings("Android");
+                androidSetting.overridden = true;
+                androidSetting.format = haveAlpha ? HaveAlphaSettingFormat : AndroidNoAlphaSettingFormat;
+                androidSetting.compressionQuality = 100; //这个参数是百分比的意思,100的时候才能保持贴图精度
+                androidSetting.textureCompression = TextureImporterCompression.CompressedHQ;
+                androidSetting.maxTextureSize = TextureMaxSize;
+                textureImporter.SetPlatformTextureSettings(androidSetting);
+            }
+            #endregion
+        }
+
+        private void OnPostprocessTexture(Texture2D texture)
+        {
+            //检测texture
+            var task = new TextureVerifyTask();
+            task.VerifyTextureByPath(assetPath);
+            //Packages 文件夹下不判断
+            //if (assetPath.Contains("Packages"))
+            //    return;
+            //if (assetPath.ToLower().Contains("atlas"))
+            //    return;
+            //if (EditorUtility.DisplayDialog(title, message, confirm))
+            //{
+            //    AssetDatabase.DeleteAsset(assetPath);
+            //    AssetDatabase.Refresh();
+            //}
+        }
+    }
+
+}
+

+ 11 - 0
Assets/Scripts/Business/Editor/Tools/FLAssetPostprocessor.Texture.cs.meta

@@ -0,0 +1,11 @@
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+  serializedVersion: 2
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