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157 行
5.1 KiB

using UnityEngine;
using System;
using System.Reflection;
using System.Collections.Generic;
namespace UnityEditor.Experimental.VFX.Toolbox.ImageSequencer
{
internal partial class ProcessingNodeStack
{
public void AddSettingsObjectToAsset(ImageSequence asset, ScriptableObject settings)
{
AssetDatabase.AddObjectToAsset(settings,asset);
settings.hideFlags = HideFlags.HideInHierarchy;
}
public void AddProcessorInfoObjectToAsset(ImageSequence asset, ProcessorInfo info)
{
AssetDatabase.AddObjectToAsset(info,asset);
info.hideFlags = HideFlags.HideInHierarchy;
}
public void RemoveAllInputFrames(ImageSequence asset)
{
asset.inputFrameGUIDs.Clear();
m_InputSequence.frames.Clear();
EditorUtility.SetDirty(asset);
}
public void SortAllInputFrames(ImageSequence asset)
{
asset.inputFrameGUIDs.Sort((guidA,guidB) => {
return string.Compare(AssetDatabase.GUIDToAssetPath(guidA), AssetDatabase.GUIDToAssetPath(guidB));
});
EditorUtility.SetDirty(asset);
}
public void ReverseAllInputFrames(ImageSequence asset)
{
asset.inputFrameGUIDs.Reverse();
EditorUtility.SetDirty(asset);
}
public void LoadFramesFromAsset(ImageSequence asset)
{
inputSequence.frames.Clear();
if (asset.inputFrameGUIDs != null && asset.inputFrameGUIDs.Count > 0)
{
int count = asset.inputFrameGUIDs.Count;
int i = 1;
foreach (string guid in asset.inputFrameGUIDs)
{
VFXToolboxGUIUtility.DisplayProgressBar("Image Sequencer", "Loading Textures (" + i + "/" + count + ")", (float)i/count, 0.1f);
string path = AssetDatabase.GUIDToAssetPath(guid);
Texture2D t = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
if (t != null)
{
inputSequence.frames.Add(new ProcessingFrame(t));
}
else
{
inputSequence.frames.Add(ProcessingFrame.Missing);
}
i++;
}
VFXToolboxGUIUtility.ClearProgressBar();
}
}
public void SyncFramesToAsset(ImageSequence asset)
{
asset.inputFrameGUIDs.Clear();
foreach(ProcessingFrame f in inputSequence.frames)
{
asset.inputFrameGUIDs.Add(AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(f.texture)));
}
EditorUtility.SetDirty(asset);
}
public void AddProcessor(ProcessingNode node, ImageSequence asset)
{
AddProcessorInfoObjectToAsset(asset, node.ProcessorInfo);
asset.processorInfos.Add(node.ProcessorInfo);
ProcessorBase settings = node.GetSettingsAbstract();
if (settings != null)
{
AddSettingsObjectToAsset(asset, settings);
node.ProcessorInfo.Settings = settings;
}
m_ProcessingNodes.Add(node);
EditorUtility.SetDirty(asset);
}
public void RemoveAllProcessors(ImageSequence asset)
{
asset.processorInfos.Clear();
m_ProcessingNodes.Clear();
EditorUtility.SetDirty(asset);
}
public void RemoveProcessor(int index, ImageSequence asset)
{
asset.processorInfos.RemoveAt(index);
m_ProcessingNodes.RemoveAt(index);
EditorUtility.SetDirty(asset);
}
public void ReorderProcessors(ImageSequence asset)
{
if(m_ProcessingNodes.Count > 0)
{
List<ProcessingNode> old = new List<ProcessingNode>();
foreach(ProcessingNode n in m_ProcessingNodes)
{
old.Add(n);
}
m_ProcessingNodes.Clear();
foreach(ProcessorInfo info in asset.processorInfos)
{
foreach(ProcessingNode p in old)
{
if(p.ProcessorInfo.Equals(info))
{
m_ProcessingNodes.Add(p);
break;
}
}
}
EditorUtility.SetDirty(asset);
}
}
public void LoadProcessorsFromAsset(ImageSequence asset)
{
m_ProcessingNodes.Clear();
var infos = asset.processorInfos;
UpdateProcessorsFromAssembly();
// Creating Runtime
foreach(ProcessorInfo procInfo in infos)
{
var processor = (ProcessingNode)Activator.CreateInstance(typeof(ProcessingNode), this, procInfo);
m_ProcessingNodes.Add(processor);
}
}
}
}