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192 行
6.7 KiB
192 行
6.7 KiB
using UnityEngine;
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using UnityEditorInternal;
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using System.Collections.Generic;
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namespace UnityEditor.VFXToolbox.ImageSequencer
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{
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internal partial class ImageSequencer : EditorWindow
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{
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private int m_InputFramesHashCode;
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private void AddInputFrame(ReorderableList list, List<string> names)
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{
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if(names.Count> 0)
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{
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names.Sort();
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foreach (string s in names)
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{
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Texture2D t = AssetDatabase.LoadAssetAtPath<Texture2D>(s);
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if(t != null) m_ProcessingNodeStack.inputSequence.frames.Add(new ProcessingFrame(t));
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}
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previewCanvas.currentFrameIndex = 0;
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m_ProcessingNodeStack.InvalidateAll();
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UpdateViewport();
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m_ProcessingNodeStack.SyncFramesToAsset(m_CurrentAsset);
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UpdateInputTexturesHash();
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}
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}
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private void AddInputFrame(ReorderableList list)
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{
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if (Selection.activeObject == null)
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{
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Debug.LogWarning("Could not add frames with no selection : please select input frames to add in the project view and click the add button. Or drag & drop directly into the Image Sequencer Editor Window");
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return;
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}
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string[] guids;
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List<string> names = new List<string>();
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if(VFXToolboxUtility.IsDirectorySelected())
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{
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names.AddRange(VFXToolboxUtility.GetAllTexturesInPath(AssetDatabase.GetAssetPath(Selection.activeObject)));
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}
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else
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{
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guids = Selection.assetGUIDs;
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foreach (string s in guids)
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{
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string path = AssetDatabase.GUIDToAssetPath(s);
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Texture2D t = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
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if(t != null)
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names.Add(path);
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}
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}
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if(names.Count > 0)
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{
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Undo.RecordObject(m_CurrentAsset, "Add Input Frames");
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AddInputFrame(list, names);
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}
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else
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{
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Debug.LogWarning("No suitable textures found in selection, make sure you selected either a directory containing textures or texture themselves in project view.");
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}
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}
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private void ReorderInputFrame(ReorderableList list)
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{
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Undo.RecordObject(m_CurrentAsset, "Reorder Input Frames");
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UpdateViewport();
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m_ProcessingNodeStack.SyncFramesToAsset(m_CurrentAsset);
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UpdateInputTexturesHash();
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}
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private void RemoveInputFrame(ReorderableList list)
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{
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int index = list.index;
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previewCanvas.sequence.frames.RemoveAt(index);
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if (list.count == 0)
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previewCanvas.currentFrame = null;
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else
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{
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if(previewCanvas.currentFrameIndex == index)
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{
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previewCanvas.currentFrameIndex = Mathf.Max(0, index - 1);
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previewCanvas.currentFrame = previewCanvas.sequence.frames[previewCanvas.currentFrameIndex];
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}
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}
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Undo.RecordObject(m_CurrentAsset, "Remove Input Frames");
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m_ProcessingNodeStack.SyncFramesToAsset(m_CurrentAsset);
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UpdateViewport();
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UpdateInputTexturesHash();
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if(m_ProcessingNodeStack.inputSequence.length > 0)
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m_ProcessingNodeStack.InvalidateAll();
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}
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public void DrawInputFrameRListElement(Rect rect, int index, bool isActive, bool isFocused)
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{
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int numbering = (int)Mathf.Floor(Mathf.Log10(m_InputFramesReorderableList.list.Count))+1;
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GUI.Label(rect, new GUIContent("#" + (index+1).ToString("D"+numbering.ToString())+ " - " + m_InputFramesReorderableList.list[index].ToString()));
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}
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public void SelectInputFrameRListElement(ReorderableList list)
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{
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if (list.count > 0 && list.index != -1)
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{
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Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(AssetDatabase.GUIDToAssetPath(m_CurrentAsset.inputFrameGUIDs[list.index]));
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if (texture != null)
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EditorGUIUtility.PingObject(texture);
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m_PreviewCanvas.currentFrameIndex = list.index;
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}
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}
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private int GetInputTexturesHashCode()
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{
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if(m_CurrentAsset != null)
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{
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var builder = new System.Text.StringBuilder();
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foreach (string s in m_CurrentAsset.inputFrameGUIDs)
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builder.Append(s);
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return builder.ToString().GetHashCode();
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}
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else
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return 0;
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}
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public void UpdateInputTexturesHash()
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{
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m_InputFramesHashCode = GetInputTexturesHashCode();
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}
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#region menu actions
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private void MenuClearInputFrames()
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{
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Undo.RecordObject(m_CurrentAsset, "Clear All Input Frames");
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// Remove frames and update hash
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m_ProcessingNodeStack.RemoveAllInputFrames(m_CurrentAsset);
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m_ProcessingNodeStack.SyncFramesToAsset(m_CurrentAsset);
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m_InputFramesHashCode = GetInputTexturesHashCode();
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// Update view
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sidePanelViewMode = SidePanelMode.InputFrames;
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m_CurrentProcessingNode = null;
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m_LockedPreviewProcessor = null;
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m_CurrentAsset.editSettings.lockedProcessor = -1;
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m_CurrentAsset.editSettings.selectedProcessor = -1;
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m_PreviewCanvas.sequence = m_ProcessingNodeStack.inputSequence;
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// Request an update
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Invalidate();
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RefreshCanvas();
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}
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private void MenuSortInputFrames()
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{
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Undo.RecordObject(m_CurrentAsset, "Sort All Input Frames");
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// Sort frames and update hash
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m_ProcessingNodeStack.SortAllInputFrames(m_CurrentAsset);
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m_InputFramesHashCode = GetInputTexturesHashCode();
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LoadAsset(m_CurrentAsset);
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// Request an update
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Invalidate();
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RefreshCanvas();
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}
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private void MenuReverseInputFrames()
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{
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Undo.RecordObject(m_CurrentAsset, "Reverse Input Frames Order");
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// Inverse frame order and update hash
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m_ProcessingNodeStack.ReverseAllInputFrames(m_CurrentAsset);
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m_InputFramesHashCode = GetInputTexturesHashCode();
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LoadAsset(m_CurrentAsset);
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// Request an update
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Invalidate();
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RefreshCanvas();
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}
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#endregion
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}
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}
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