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Refined Directory Structure

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Thomas ICHÉ 4 年前
当前提交
90cde61d
共有 43 个文件被更改,包括 173 次插入20 次删除
  1. 2
      Editor/Common/Canvas/VFXToolboxCanvas.cs
  2. 1
      Editor/ImageSequencer/ImageSequencer.Processors.cs
  3. 2
      Editor/ImageSequencer/ImageSequencer.Styles.cs
  4. 31
      Editor/ImageSequencer/ImageSequencer.cs
  5. 2
      Editor/ImageSequencer/ProcessingFrame.cs
  6. 5
      Editor/ImageSequencer/Serialization/ImageSequence.cs
  7. 2
      Editor/ImageSequencer/Serialization/Processors/AlphaFromRGBProcessor.cs
  8. 2
      Editor/ImageSequencer/Serialization/Processors/AssembleProcessor.cs
  9. 2
      Editor/ImageSequencer/Serialization/Processors/BreakFlipbookProcessor.cs
  10. 2
      Editor/ImageSequencer/Serialization/Processors/ColorCorrectionProcessor.cs
  11. 2
      Editor/ImageSequencer/Serialization/Processors/CropProcessor.cs
  12. 2
      Editor/ImageSequencer/Serialization/Processors/CustomMaterialProcessor.cs
  13. 2
      Editor/ImageSequencer/Serialization/Processors/DecimateProcessor.cs
  14. 2
      Editor/ImageSequencer/Serialization/Processors/FadeProcessor.cs
  15. 2
      Editor/ImageSequencer/Serialization/Processors/FixBordersProcessor.cs
  16. 2
      Editor/ImageSequencer/Serialization/Processors/LoopingProcessor.cs
  17. 2
      Editor/ImageSequencer/Serialization/Processors/PremultiplyAlphaProcessor.cs
  18. 2
      Editor/ImageSequencer/Serialization/Processors/RemapColorProcessor.cs
  19. 2
      Editor/ImageSequencer/Serialization/Processors/RemoveBackgroundProcessor.cs
  20. 2
      Editor/ImageSequencer/Serialization/Processors/ResizeProcessor.cs
  21. 2
      Editor/ImageSequencer/Serialization/Processors/RetimeProcessor.cs
  22. 2
      Editor/ImageSequencer/Serialization/Processors/RotateProcessor.cs
  23. 8
      Editor/Common.meta
  24. 7
      Editor/ImageSequencer/EditorResources/ImageSequencer-Icon.png
  25. 103
      Editor/ImageSequencer/EditorResources/ImageSequencer-Icon.png.meta
  26. 0
      /Editor/Common/Canvas.meta
  27. 0
      /Editor/Common/External.meta
  28. 0
      /Editor/Common/External
  29. 0
      /Editor/Common/Textures.meta
  30. 0
      /Editor/Common/Textures
  31. 0
      /Editor/Common/Utility.meta
  32. 0
      /Editor/Common/Canvas
  33. 0
      /Editor/Common/Utility
  34. 0
      /Editor/Unity.VFXToolbox.Editor.asmdef.meta
  35. 0
      /Editor/Unity.VFXToolbox.Editor.asmdef
  36. 0
      /Editor/Common/PropertyAttributes.meta
  37. 0
      /Editor/ImageSequencer.meta
  38. 0
      /Editor/Common/PropertyAttributes
  39. 0
      /Editor/ImageSequencer/CustomMaterialShaders.meta
  40. 0
      /Editor/ImageSequencer/CustomMaterialShaders
  41. 0
      /Editor/ImageSequencer

2
Editor/Common/Canvas/VFXToolboxCanvas.cs


internal CanvasGUIDelegate onCanvasGUI;
internal delegate void CanvasGUIDelegate();
internal VFXToolboxCanvas(Rect displayRect, string shaderName = "Packages/com.unity.vfx-toolbox/Editor/Canvas/Shaders/VFXToolboxCanvas.shader")
internal VFXToolboxCanvas(Rect displayRect, string shaderName = "Packages/com.unity.vfx-toolbox/Editor/Common/Canvas/Shaders/VFXToolboxCanvas.shader")
{
m_Rect = displayRect;

1
Editor/ImageSequencer/ImageSequencer.Processors.cs


}
FilterPopupWindow.Show(Event.current.mousePosition, m_ProcessorDataProvider);
}
private void MenuSelectProcessor(ReorderableList list)

2
Editor/ImageSequencer/ImageSequencer.Styles.cs


public Styles()
{
title = new GUIContent("Image Sequencer");
title = new GUIContent("Image Sequencer", AssetDatabase.LoadAssetAtPath<Texture2D>("Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/EditorResources/ImageSequencer-Icon.png"));
scrollView = new GUIStyle();
scrollView.padding = new RectOffset(8, 8, 0, 0);

31
Editor/ImageSequencer/ImageSequencer.cs


using UnityEngine.Rendering;
using UnityEditorInternal;
using System.Collections.Generic;
using System.Linq;
namespace UnityEditor.VFXToolbox.ImageSequencer
{

m_CurrentColorSpace = colorSpace;
if(m_ProcessingNodeStack != null)
m_ProcessingNodeStack.InvalidateAll();
}
}
public static void CleanupAsset(ImageSequence asset)
{
var subAssets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(asset));
List<Object> toDelete = new List<Object>();
var allSettings = asset.processorInfos.Select(i => i.Settings);
foreach(var subAsset in subAssets)
{
if(subAsset is ProcessorInfo && !asset.processorInfos.Contains(subAsset))
{
toDelete.Add(subAsset);
}
else if(subAsset is ProcessorBase && !allSettings.Contains(subAsset))
{
toDelete.Add(subAsset);
}
}
foreach(var o in toDelete)
{
AssetDatabase.RemoveObjectFromAsset(o);
}
if(toDelete.Count > 0)
{
EditorUtility.SetDirty(asset);
}
}
}

2
Editor/ImageSequencer/ProcessingFrame.cs


{
if(s_Missing == null)
{
Texture2D t = AssetDatabase.LoadAssetAtPath<Texture2D>("Packages/com.unity.vfx-toolbox/Editor/Resources/MissingTexture.png");
Texture2D t = AssetDatabase.LoadAssetAtPath<Texture2D>("Packages/com.unity.vfx-toolbox/Editor/Common/Textures/MissingTexture.png");
if(t == null)
{
Debug.LogError("Could not find VFXToolbox Missing Texture, using white texture instead. Make sure you imported all the VFXToolbox files.");

5
Editor/ImageSequencer/Serialization/ImageSequence.cs


Sprite = 3
}
private void OnEnable()
{
ImageSequencer.CleanupAsset(this);
}
}
}

2
Editor/ImageSequencer/Serialization/Processors/AlphaFromRGBProcessor.cs


{
public Color BWFilterTint;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/AlphaFromRGB.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/AlphaFromRGB.shader";
public override string processorName => "Alpha From RGB";

2
Editor/ImageSequencer/Serialization/Processors/AssembleProcessor.cs


bool hasChanged = false;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/AssembleBlit.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/AssembleBlit.shader";
public override string processorName => "Assemble Flipbook";

2
Editor/ImageSequencer/Serialization/Processors/BreakFlipbookProcessor.cs


public int FlipbookNumU;
public int FlipbookNumV;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/GetSubUV.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/GetSubUV.shader";
public override string processorName => "Break Flipbook";

2
Editor/ImageSequencer/Serialization/Processors/ColorCorrectionProcessor.cs


public AnimationCurve AlphaCurve;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/ColorCorrection.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/ColorCorrection.shader";
public override string processorName => "Color Correction";

2
Editor/ImageSequencer/Serialization/Processors/CropProcessor.cs


public float AutoCropThreshold = 0.003f;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/Crop.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/Crop.shader";
public override string processorName => "Crop";

2
Editor/ImageSequencer/Serialization/Processors/CustomMaterialProcessor.cs


[FormerlySerializedAs("material")]
public Material customMaterial;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/Null.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/Null.shader";
public override string processorName => "Custom Material";

2
Editor/ImageSequencer/Serialization/Processors/DecimateProcessor.cs


{
public ushort DecimateBy;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/Null.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/Null.shader";
public override string label => $"{processorName} (1 of {DecimateBy})";

2
Editor/ImageSequencer/Serialization/Processors/FadeProcessor.cs


public AnimationCurve FadeCurve;
public Color FadeToColor;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/Fade.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/Fade.shader";
public override string processorName => "Fade";

2
Editor/ImageSequencer/Serialization/Processors/FixBordersProcessor.cs


[FloatSlider(0.5f,4.0f)]
public float Exponent;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/FixBorders.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/FixBorders.shader";
public override string processorName => "Fix Borders";

2
Editor/ImageSequencer/Serialization/Processors/LoopingProcessor.cs


public int syncFrame;
public int outputSequenceLength;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/Blend.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/Blend.shader";
public override string processorName => "Looping";

2
Editor/ImageSequencer/Serialization/Processors/PremultiplyAlphaProcessor.cs


public bool RemoveAlpha;
public float AlphaValue;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/PremultiplyAlpha.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/PremultiplyAlpha.shader";
public override string processorName => "Premultiply Alpha";

2
Editor/ImageSequencer/Serialization/Processors/RemapColorProcessor.cs


public RemapColorSource ColorSource;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/RemapColor.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/RemapColor.shader";
public override string processorName => "Remap Color";

2
Editor/ImageSequencer/Serialization/Processors/RemoveBackgroundProcessor.cs


{
public Color BackgroundColor;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/Unblend.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/Unblend.shader";
public override string processorName => "Remove Background";

2
Editor/ImageSequencer/Serialization/Processors/ResizeProcessor.cs


public ushort Width;
public ushort Height;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/Resize.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/Resize.shader";
public override string processorName => "Resize";

2
Editor/ImageSequencer/Serialization/Processors/RetimeProcessor.cs


public int outputSequenceLength;
public bool useCurve;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/Blend.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/Editor/ImageSequencer/Shaders/Blend.shader";
public override string processorName => "Retime";

2
Editor/ImageSequencer/Serialization/Processors/RotateProcessor.cs


public RotateMode FrameRotateMode;
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Editor/Shaders/Rotate.shader";
public override string shaderPath => "Packages/com.unity.vfx-toolbox/ImageSequencer/Shaders/Rotate.shader";
public override string processorName => "Rotate";

8
Editor/Common.meta


fileFormatVersion: 2
guid: 3dfcf7e3db1c87140891088eaecec382
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

7
Editor/ImageSequencer/EditorResources/ImageSequencer-Icon.png

之前 之后
宽度: 16  |  高度: 16  |  大小: 1.2 KiB

103
Editor/ImageSequencer/EditorResources/ImageSequencer-Icon.png.meta


fileFormatVersion: 2
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TextureImporter:
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externalObjects: {}
serializedVersion: 10
mipmaps:
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borderMipMap: 0
mipMapsPreserveCoverage: 0
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mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
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textureSettings:
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/Editor/Canvas.meta → /Editor/Common/Canvas.meta

/Editor/External.meta → /Editor/Common/External.meta

/Editor/External → /Editor/Common/External

/Editor/Resources.meta → /Editor/Common/Textures.meta

/Editor/Resources → /Editor/Common/Textures

/Editor/Utility.meta → /Editor/Common/Utility.meta

/Editor/Canvas → /Editor/Common/Canvas

/Editor/Utility → /Editor/Common/Utility

/Unity.VFXToolbox.Editor.asmdef.meta → /Editor/Unity.VFXToolbox.Editor.asmdef.meta

/Unity.VFXToolbox.Editor.asmdef → /Editor/Unity.VFXToolbox.Editor.asmdef

/PropertyAttributes.meta → /Editor/Common/PropertyAttributes.meta

/ImageSequencer.meta → /Editor/ImageSequencer.meta

/PropertyAttributes → /Editor/Common/PropertyAttributes

/ImageSequencer/CustomMaterialShaders.meta → /Editor/ImageSequencer/CustomMaterialShaders.meta

/ImageSequencer/CustomMaterialShaders → /Editor/ImageSequencer/CustomMaterialShaders

/ImageSequencer/Editor → /Editor/ImageSequencer

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