ProjectDDD/Assets/_Datas/SLShared/SLUnity/Editor/SLAssetPostprocessorModel.cs
2025-06-17 20:47:57 +09:00

200 lines
7.3 KiB (Stored with Git LFS)
C#

using System.Collections.Generic;
using System.Linq;
using Superlazy;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
public interface IPostProcessorModel
{
void OnCreatePrefab(string path, GameObject model);
}
public static class SLAssetPostprocessorModel
{
private static readonly HashSet<string> targetPaths = new HashSet<string>();
private static string GetDestPath(string path)
{
return SLFileUtility.FolderPath(path).Replace("/Raw/", "/Addressables/") + ".prefab";
}
private static string GetPrefabPath(string path)
{
var targetName = SLFileUtility.FolderName(path);
var targetPath = SLFileUtility.FolderPath(path);
if (SLFileUtility.FolderName(path) == "Materials")
{
targetName = SLFileUtility.FolderName(targetPath);
targetPath = SLFileUtility.FolderPath(targetPath);
}
return targetPath + "/" + targetName + ".prefab";
}
private static string GetTargetFBX(string path)
{
var targetName = SLFileUtility.FolderName(path);
var targetPath = SLFileUtility.FolderPath(path);
if (SLFileUtility.FolderName(path) == "Materials")
{
targetName = SLFileUtility.FolderName(targetPath);
targetPath = SLFileUtility.FolderPath(targetPath);
}
return targetPath + "/" + targetName + ".FBX";
}
public static void OnPreprocessModel(ModelImporter importer)
{
importer.materialImportMode = ModelImporterMaterialImportMode.None;
importer.generateSecondaryUV = false;
importer.importAnimation = false;
importer.animationType = ModelImporterAnimationType.Generic;
importer.avatarSetup = ModelImporterAvatarSetup.CreateFromThisModel;
}
public static void OnRemove(string path)
{
var upperPath = path.ToUpper();
if (upperPath.IsLeft("ASSETS/RAW/UNITS/") && (upperPath.Contains(".FBX") || upperPath.Contains(".MAT")))
{
if (SLFileUtility.FolderName(path) != SLFileUtility.FileName(path)) return;
var newPath = GetDestPath(path);
AssetDatabase.DeleteAsset(newPath);
var prefabPath = GetPrefabPath(path);
AssetDatabase.DeleteAsset(prefabPath);
targetPaths.Add(GetTargetFBX(path)); // 삭제되어도 리빌드
}
}
public static void OnAdd(string path)
{
var upperPath = path.ToUpper();
if (upperPath.IsLeft("ASSETS/RAW/UNITS/") && (upperPath.Contains(".FBX") || upperPath.Contains(".MAT")))
{
if (SLFileUtility.FolderName(path) != SLFileUtility.FileName(path)) return;
targetPaths.Add(GetTargetFBX(path));
}
else if (upperPath.IsLeft("ASSETS/RAW/UNITS/") && upperPath.Contains("_PREFAB.PREFAB"))
{
targetPaths.Add(GetPrefabPath(path).Replace(".prefab", "_Prefab.prefab"));
}
}
public static void CreatePrefab(string path, string destPath)
{
try
{
var modelCreateComponents = new List<IPostProcessorModel>();
modelCreateComponents.CreateInstanceList();
var go = AssetDatabase.LoadAssetAtPath<GameObject>(path);
if (go == null) return;
var prefab = new GameObject(go.name);
var model = Object.Instantiate(go);
model.name = "Model";
model.transform.SetParent(prefab.transform);
model.AddComponent<UnitAnimatorController>();
var guids = AssetDatabase.FindAssets("t:Material", new string[] { SLFileUtility.FolderPath(path) });
var materials = guids.Select(guid => AssetDatabase.LoadAssetAtPath<Material>(AssetDatabase.GUIDToAssetPath(guid))).ToDictionary(m => m.name);
foreach (var renderer in model.GetComponentsInChildren<Renderer>())
{
var sharedMaterials = new Material[renderer.sharedMaterials.Length]; // Material을 직접 엘리먼트로 대입하면 안되고 배열을 통으로 넣어야함
for (var i = 0; i < renderer.sharedMaterials.Length; ++i)
{
if (materials.TryGetValue($"{renderer.name}_{i + 1}", out var numMat))
{
sharedMaterials[i] = numMat;
}
else if (materials.TryGetValue(renderer.name, out var mat))
{
sharedMaterials[i] = mat;
}
else if (materials.TryGetValue(go.name, out var defaultMat))
{
sharedMaterials[i] = defaultMat;
}
else
{
sharedMaterials[i] = renderer.sharedMaterials[i];
// 에러인가? 잠깐 파일 안갖다놨을뿐인가?
}
}
renderer.sharedMaterials = sharedMaterials;
}
var res = prefab.AddComponent<SLResourceObject>();
foreach (var comp in modelCreateComponents)
{
comp.OnCreatePrefab(destPath, model);
}
res.Init();
SLFileUtility.MakeFolderFromFilePath(destPath);
{
// Make Duumy(for test)
var dummyObj = Object.Instantiate(model);
var anim = dummyObj.GetComponentInChildren<Animator>();
var controller = AnimatorController.CreateAnimatorControllerAtPath(GetPrefabPath(path).Replace(".prefab", ".controller"));
anim.runtimeAnimatorController = controller;
var rootStateMachine = controller.layers[0].stateMachine;
var clipids = AssetDatabase.FindAssets("t:AnimationClip", new string[] { SLFileUtility.FolderPath(path) });
foreach (var guid in clipids)
{
var clip = AssetDatabase.LoadAssetAtPath<AnimationClip>(AssetDatabase.GUIDToAssetPath(guid));
if (clip != null)
{
var state = rootStateMachine.AddState(clip.name);
state.motion = clip;
}
}
var dummy = PrefabUtility.SaveAsPrefabAssetAndConnect(dummyObj, GetPrefabPath(path), InteractionMode.AutomatedAction);
Object.DestroyImmediate(dummyObj, false);
}
AssetDatabase.DeleteAsset(destPath);
var newPreafb = PrefabUtility.SaveAsPrefabAssetAndConnect(prefab, destPath, InteractionMode.AutomatedAction);
Object.DestroyImmediate(prefab, false);
Debug.Log("Build : " + destPath, newPreafb);
}
catch (System.Exception e)
{
Debug.LogError("Cant build " + destPath + "\n" + e);
}
}
public static void BuildTarget()
{
foreach (var path in targetPaths)
{
CreatePrefab(path, GetDestPath(path));
}
targetPaths.Clear();
}
internal static void OnPreprocessTexture(TextureImporter importer)
{
importer.sRGBTexture = true;
importer.mipmapEnabled = false;
importer.streamingMipmaps = false;
importer.wrapMode = TextureWrapMode.Clamp;
importer.filterMode = FilterMode.Bilinear;
}
}