ProjectDDD/Assets/_DDD/_Scripts/AssetPostprocessors/AssetPostprocessorEnvironment.cs
2025-08-01 17:30:36 +09:00

188 lines
7.3 KiB
C#

#if UNITY_EDITOR
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.AddressableAssets;
using UnityEditor.AddressableAssets.Settings;
using UnityEngine;
namespace DDD
{
public static class AssetPostprocessorEnvironment
{
private static readonly HashSet<string> SpriteTargetPaths = new();
private static readonly HashSet<string> MeshTargetPaths = new();
private static readonly int BaseMap = Shader.PropertyToID("_BaseMap");
private static readonly int MetallicGlossMap = Shader.PropertyToID("_MetallicGlossMap");
private static readonly int BumpMap = Shader.PropertyToID("_BumpMap");
private static readonly int EmissionMap = Shader.PropertyToID("_EmissionMap");
private const string BaseMeshPrefabPath = "Assets/_DDD/_Raw/Environments/Env_Mesh_Prop.prefab";
private const string BaseSpritePrefabPath = "Assets/_DDD/_Raw/Environments/Env_Sprite_Background.prefab";
private const string ShaderName = "Universal Render Pipeline/LitEnvironment";
private const string Prop = "Prop_";
private const string BaseColorUpper = "_BASECOLOR";
private const string MohsUpper = "_MOHS";
private const string NormalUpper = "_NORMAL";
private const string EmissionUpper = "_EMISSION";
public static void OnPreprocessTexture(TextureImporter importer)
{
var path = importer.assetPath;
string fileNameUpper = Utils.FileName(path).ToUpper();
if (fileNameUpper.Contains(NormalUpper))
{
importer.textureType = TextureImporterType.NormalMap;
}
else
{
importer.textureType = TextureImporterType.Default;
importer.sRGBTexture = true;
}
importer.mipmapEnabled = true;
}
public static void OnAdd(string path)
{
string upperPath = path.ToUpper();
if (upperPath.Contains(PathConstants.RawEnvSpritesPathUpper) &&
upperPath.Contains(ExtenstionConstants.PngExtensionUpper))
{
if (!SpriteTargetPaths.Contains(path))
SpriteTargetPaths.Add(path);
}
else if (upperPath.Contains(PathConstants.RawEnvMeshesPathUpper) &&
upperPath.Contains(ExtenstionConstants.PngExtensionUpper))
{
if (!MeshTargetPaths.Contains(path))
MeshTargetPaths.Add(path);
}
}
public static void OnRemove(string path, string movePath = "")
{
string upperPath = path.ToUpper();
if (upperPath.Contains(PathConstants.RawEnvSpritesPathUpper) &&
upperPath.Contains(ExtenstionConstants.PngExtensionUpper))
{
if (!SpriteTargetPaths.Contains(path))
SpriteTargetPaths.Add(path);
}
else if (upperPath.Contains(PathConstants.RawEnvMeshesPathUpper) &&
upperPath.Contains(ExtenstionConstants.PngExtensionUpper))
{
if (!MeshTargetPaths.Contains(path))
MeshTargetPaths.Add(path);
}
}
public static void BuildMaterialAndPrefab(string path, bool isMesh)
{
var di = new DirectoryInfo(path);
if (!di.Exists) return;
string folderName = di.Name;
string rawRoot = PathConstants.RawFolderPath; // "/_Raw"
string addrRoot = PathConstants.AddressablesFolderPath; // "/_Addressables"
string destDir = path.Replace(rawRoot, addrRoot);
string materialPath = $"{destDir}/{folderName}{ExtenstionConstants.MaterialExtenstionLower}";
string prefabPath = $"{destDir}/{Prop}{folderName}{ExtenstionConstants.PrefabExtenstionLower}";
Utils.MakeFolderFromFilePath(materialPath);
// 머티리얼 생성 또는 로드
Material mat = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
if (mat == null)
{
mat = new Material(Shader.Find(ShaderName));
AssetDatabase.CreateAsset(mat, materialPath);
}
// PNG 텍스처 매핑
var files = Directory.GetFiles(path, $"*{ExtenstionConstants.PngExtensionLower}", SearchOption.TopDirectoryOnly);
foreach (var file in files)
{
string texName = Path.GetFileNameWithoutExtension(file).ToUpper();
var tex = AssetDatabase.LoadAssetAtPath<Texture>(file);
if (tex == null) continue;
if (texName.Contains(BaseColorUpper))
{
mat.SetTexture(BaseMap, tex);
}
else if (texName.Contains(MohsUpper))
{
mat.SetTexture(MetallicGlossMap, tex);
}
else if (texName.Contains(NormalUpper))
{
mat.SetTexture(BumpMap, tex);
}
else if (texName.Contains(EmissionUpper))
{
mat.SetTexture(EmissionMap, tex);
}
}
AssetDatabase.ImportAsset(materialPath, ImportAssetOptions.ForceUpdate);
AssetDatabase.SaveAssets();
CreateOrUpdatePrefabVariant(folderName, mat, prefabPath, isMesh);
}
private static void CreateOrUpdatePrefabVariant(string folderName, Material mat, string prefabPath, bool isMesh)
{
if (AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath) != null) return;
string basePrefabPath = isMesh ? BaseMeshPrefabPath : BaseSpritePrefabPath;
var basePrefab = AssetDatabase.LoadAssetAtPath<GameObject>(basePrefabPath);
if (basePrefab == null)
{
Debug.LogWarning($"Base prefab not found: {basePrefabPath}");
return;
}
GameObject instancePrefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
if (instancePrefab == null)
{
instancePrefab = (GameObject)PrefabUtility.InstantiatePrefab(basePrefab);
instancePrefab.name = $"{Prop}{folderName}";
}
var renderer = instancePrefab.GetComponentInChildren<Renderer>();
if (renderer != null) renderer.sharedMaterial = mat;
Utils.MakeFolderFromFilePath(prefabPath);
PrefabUtility.SaveAsPrefabAssetAndConnect(instancePrefab, prefabPath, InteractionMode.AutomatedAction);
Object.DestroyImmediate(instancePrefab);
AssetDatabase.ImportAsset(prefabPath, ImportAssetOptions.ForceUpdate);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
public static void BuildTarget()
{
foreach (var path in SpriteTargetPaths)
{
BuildMaterialAndPrefab(Utils.FolderPath(path), isMesh: false);
}
foreach (var path in MeshTargetPaths)
{
BuildMaterialAndPrefab(Utils.FolderPath(path), isMesh: true);
}
SpriteTargetPaths.Clear();
MeshTargetPaths.Clear();
}
}
}
#endif