Passion & UI
This commit is contained in:
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using TMPro;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.TextCore;
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namespace Cielonos.Editor
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{
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/// <summary>
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/// 一键式 Editor 工具:将 Assets/Sprites/Icon/InputIcons/ 下的所有按键图标
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/// 打包为 atlas 纹理,并自动生成 TMP_SpriteAsset 供 TMP 富文本使用。
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/// 使用方式:Tools → Cielonos → Create InputGlyphs Sprite Asset
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/// </summary>
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public static class InputGlyphsSpriteAssetCreator
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{
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private const string KeyboardFolder = "Assets/Sprites/Icon/InputIcons/keyboard";
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private const string MouseFolder = "Assets/Sprites/Icon/InputIcons/mouse";
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private const string AtlasOutputFolder = "Assets/Scripts/SLSUtilities/UI/SpriteAssets";
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private const string AssetOutputFolder = "Assets/TextMesh Pro/Resources/Sprite Assets";
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private const string AtlasFileName = "InputGlyphs_Atlas.png";
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private const string AssetFileName = "InputGlyphs.asset";
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/// <summary>打包前将每张源图缩放到此尺寸(像素),降低 atlas 体积。</summary>
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private const int SpriteSize = 128;
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/// <summary>Atlas 最大边长。</summary>
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private const int MaxAtlasSize = 2048;
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/// <summary>打包时各图之间的像素间距。</summary>
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private const int Padding = 2;
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/// <summary>鼠标文件名 → Token 名映射表。</summary>
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private static readonly Dictionary<string, string> MouseNameMap = new()
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{
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{ "mouse-left", "LMB" },
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{ "mouse-right", "RMB" },
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{ "mouse-middle", "MMB" },
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{ "mouse-g1", "Mouse4" },
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{ "mouse-g2", "Mouse5" },
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{ "mouse-move-hor", "MouseMoveH" },
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{ "mouse-move-vert", "MouseMoveV" },
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};
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private struct SpriteEntry
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{
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public string filePath;
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public string tokenName;
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}
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// ================================================================
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// 入口
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// ================================================================
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[MenuItem("Tools/Cielonos/Create InputGlyphs Sprite Asset")]
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public static void Execute()
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{
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var entries = new List<SpriteEntry>();
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CollectEntries(KeyboardFolder, entries, MapKeyboardName);
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CollectEntries(MouseFolder, entries, MapMouseName);
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if (entries.Count == 0)
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{
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Debug.LogError("[InputGlyphs] InputIcons 文件夹中未找到任何图片。");
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return;
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}
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Debug.Log($"[InputGlyphs] 发现 {entries.Count} 张图标,开始打包...");
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// ── 1. 加载并缩放所有图标 ──
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LoadAndResizeResult loaded = LoadAndResize(entries);
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// ── 2. 打包为 atlas ──
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var atlas = new Texture2D(MaxAtlasSize, MaxAtlasSize, TextureFormat.RGBA32, false);
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Rect[] rects = atlas.PackTextures(loaded.Textures.ToArray(), Padding, MaxAtlasSize, false);
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if (rects == null)
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{
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Debug.LogError("[InputGlyphs] PackTextures 失败,请增大 MaxAtlasSize。");
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CleanupTextures(loaded.Textures);
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return;
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}
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// ── 3. 保存 atlas PNG 到磁盘 ──
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string atlasPath = $"{AtlasOutputFolder}/{AtlasFileName}";
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SaveAtlasToDisk(atlas, atlasPath);
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// ── 4. 配置 atlas 导入器,写入每个子 Sprite 的元数据 ──
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ConfigureAtlasImporter(atlasPath, atlas, rects, loaded.Names);
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// ── 5. 从已导入的 atlas 构建 TMP_SpriteAsset(放入 Resources 以便 TMP 按名查找) ──
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string assetPath = $"{AssetOutputFolder}/{AssetFileName}";
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BuildSpriteAsset(atlasPath, assetPath);
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// ── 6. 清理临时纹理 ──
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CleanupTextures(loaded.Textures);
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UnityEngine.Object.DestroyImmediate(atlas);
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Debug.Log($"[InputGlyphs] SpriteAsset 已创建:{assetPath}({entries.Count} 个图标)。" +
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$"\n在 TMP 富文本中使用:<sprite=\"InputGlyphs\" name=\"Q\"> 或 <sprite name=\"Q\">");
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}
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// ================================================================
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// 收集文件
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// ================================================================
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private static void CollectEntries(
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string folder,
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List<SpriteEntry> entries,
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Func<string, string> nameMapper)
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{
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string[] guids = AssetDatabase.FindAssets("t:Texture2D", new[] { folder });
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foreach (string guid in guids)
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(guid);
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string fileName = Path.GetFileNameWithoutExtension(assetPath);
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entries.Add(new SpriteEntry
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{
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filePath = Path.GetFullPath(assetPath),
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tokenName = nameMapper(fileName)
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});
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}
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}
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/// <summary>
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/// 键盘文件名 → Token 名。
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/// 规则:单字母大写,单数字保留,Fn 键大写,连字符转 PascalCase,其余首字母大写。
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/// </summary>
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private static string MapKeyboardName(string fileName)
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{
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// 单字母 → 大写
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if (fileName.Length == 1 && char.IsLetter(fileName[0]))
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return fileName.ToUpperInvariant();
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// 单数字 → 原样
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if (fileName.Length == 1 && char.IsDigit(fileName[0]))
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return fileName;
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// 功能键 f1-f12 → 全大写
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if (fileName.Length >= 2 && fileName[0] == 'f' &&
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int.TryParse(fileName.Substring(1), out _))
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return fileName.ToUpperInvariant();
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// 含连字符 → PascalCase (arrow-down → ArrowDown)
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if (fileName.Contains('-'))
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{
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string[] parts = fileName.Split('-');
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var sb = new StringBuilder();
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foreach (string part in parts)
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{
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if (part.Length > 0)
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sb.Append(char.ToUpperInvariant(part[0]))
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.Append(part, 1, part.Length - 1);
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}
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return sb.ToString();
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}
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// 其余 → 首字母大写
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return char.ToUpperInvariant(fileName[0]) + fileName.Substring(1);
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}
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/// <summary>
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/// 鼠标文件名 → Token 名。通过静态映射表查找。
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/// </summary>
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private static string MapMouseName(string fileName)
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{
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return MouseNameMap.TryGetValue(fileName, out string mapped) ? mapped : fileName;
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}
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// ================================================================
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// 加载 & 缩放
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// ================================================================
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private struct LoadAndResizeResult
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{
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public List<Texture2D> Textures;
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public List<string> Names;
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}
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private static LoadAndResizeResult LoadAndResize(List<SpriteEntry> entries)
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{
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var textures = new List<Texture2D>(entries.Count);
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var names = new List<string>(entries.Count);
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foreach (SpriteEntry entry in entries)
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{
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byte[] bytes = File.ReadAllBytes(entry.filePath);
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var src = new Texture2D(2, 2, TextureFormat.RGBA32, false);
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ImageConversion.LoadImage(src, bytes);
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Texture2D dst = Resize(src, SpriteSize, SpriteSize);
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UnityEngine.Object.DestroyImmediate(src);
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textures.Add(dst);
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names.Add(entry.tokenName);
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}
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return new LoadAndResizeResult { Textures = textures, Names = names };
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}
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private static Texture2D Resize(Texture2D source, int width, int height)
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{
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RenderTexture rt = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.ARGB32);
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rt.filterMode = FilterMode.Bilinear;
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Graphics.Blit(source, rt);
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RenderTexture prev = RenderTexture.active;
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RenderTexture.active = rt;
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var dst = new Texture2D(width, height, TextureFormat.RGBA32, false);
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dst.ReadPixels(new Rect(0, 0, width, height), 0, 0);
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dst.Apply();
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RenderTexture.active = prev;
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RenderTexture.ReleaseTemporary(rt);
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return dst;
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}
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// ================================================================
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// Atlas 保存 & 导入
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// ================================================================
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private static void SaveAtlasToDisk(Texture2D atlas, string atlasPath)
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{
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string dir = Path.GetDirectoryName(atlasPath);
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if (!string.IsNullOrEmpty(dir) && !Directory.Exists(dir))
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Directory.CreateDirectory(dir);
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File.WriteAllBytes(atlasPath, atlas.EncodeToPNG());
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AssetDatabase.ImportAsset(atlasPath, ImportAssetOptions.ForceUpdate);
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}
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private static void ConfigureAtlasImporter(
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string atlasPath,
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Texture2D atlas,
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Rect[] rects,
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List<string> names)
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{
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var importer = AssetImporter.GetAtPath(atlasPath) as TextureImporter;
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if (importer == null)
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{
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Debug.LogError($"[InputGlyphs] 无法获取 TextureImporter:{atlasPath}");
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return;
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}
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importer.textureType = TextureImporterType.Sprite;
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importer.spriteImportMode = SpriteImportMode.Multiple;
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importer.isReadable = false;
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importer.mipmapEnabled = false;
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importer.textureCompression = TextureImporterCompression.Uncompressed;
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importer.maxTextureSize = MaxAtlasSize;
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int atlasW = atlas.width;
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int atlasH = atlas.height;
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var spritesheet = new SpriteMetaData[rects.Length];
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for (int i = 0; i < rects.Length; i++)
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{
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float x = rects[i].x * atlasW;
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float y = rects[i].y * atlasH;
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float w = rects[i].width * atlasW;
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float h = rects[i].height * atlasH;
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spritesheet[i] = new SpriteMetaData
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{
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name = names[i],
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rect = new Rect(x, y, w, h),
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alignment = (int)SpriteAlignment.Center,
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pivot = new Vector2(0.5f, 0.5f)
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};
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}
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importer.spritesheet = spritesheet;
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importer.SaveAndReimport();
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}
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// ================================================================
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// TMP_SpriteAsset 构建
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// ================================================================
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private static void BuildSpriteAsset(string atlasPath, string assetPath)
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{
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// 加载持久化后的 atlas 纹理
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Texture2D atlasTexture = AssetDatabase.LoadAssetAtPath<Texture2D>(atlasPath);
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if (atlasTexture == null)
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{
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Debug.LogError($"[InputGlyphs] 无法加载 atlas:{atlasPath}");
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return;
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}
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// 从 atlas 加载所有子 Sprite
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Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(atlasPath)
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.OfType<Sprite>()
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.OrderByDescending(s => s.rect.y)
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.ThenBy(s => s.rect.x)
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.ToArray();
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if (sprites.Length == 0)
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{
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Debug.LogError("[InputGlyphs] Atlas 中未找到子 Sprite,请检查导入设置。");
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return;
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}
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// 创建 TMP_SpriteAsset 实例
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TMP_SpriteAsset spriteAsset = ScriptableObject.CreateInstance<TMP_SpriteAsset>();
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string dir = Path.GetDirectoryName(assetPath);
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if (!string.IsNullOrEmpty(dir) && !Directory.Exists(dir))
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Directory.CreateDirectory(dir);
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// 如果已存在旧资产则删除
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if (AssetDatabase.LoadAssetAtPath<TMP_SpriteAsset>(assetPath) != null)
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AssetDatabase.DeleteAsset(assetPath);
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AssetDatabase.CreateAsset(spriteAsset, assetPath);
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// 设置 sprite sheet 引用
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spriteAsset.spriteSheet = atlasTexture;
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// 通过反射设置版本号(internal setter)
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SetFieldValue(spriteAsset, "m_Version", "1.1.0");
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// 设置 hash code
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spriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteAsset.name);
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// 构建 Glyph 和 Character 表
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var glyphTable = new List<TMP_SpriteGlyph>(sprites.Length);
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var charTable = new List<TMP_SpriteCharacter>(sprites.Length);
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for (int i = 0; i < sprites.Length; i++)
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{
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Sprite sprite = sprites[i];
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var glyph = new TMP_SpriteGlyph(
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index: (uint)i,
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metrics: new GlyphMetrics(
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sprite.rect.width,
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sprite.rect.height,
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0f,
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sprite.rect.height * 0.8f,
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sprite.rect.width),
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glyphRect: new GlyphRect(sprite.rect),
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scale: 1.0f,
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atlasIndex: 0,
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sprite: sprite
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);
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glyphTable.Add(glyph);
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var character = new TMP_SpriteCharacter(0xFFFE, glyph)
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{
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name = sprite.name,
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scale = 1.0f
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};
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charTable.Add(character);
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}
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// 通过反射设置内部字段(setter 为 internal)
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SetFieldValue(spriteAsset, "m_GlyphTable", glyphTable);
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SetFieldValue(spriteAsset, "m_SpriteCharacterTable", charTable);
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// 创建并嵌入 Material
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Shader shader = Shader.Find("TextMeshPro/Sprite");
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if (shader == null)
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{
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Debug.LogWarning("[InputGlyphs] Shader 'TextMeshPro/Sprite' 未找到。");
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return;
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}
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var material = new Material(shader);
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material.SetTexture(ShaderUtilities.ID_MainTex, atlasTexture);
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material.name = spriteAsset.name + " Material";
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spriteAsset.material = material;
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AssetDatabase.AddObjectToAsset(material, spriteAsset);
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// 重建查找表并保存
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spriteAsset.UpdateLookupTables();
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EditorUtility.SetDirty(spriteAsset);
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AssetDatabase.SaveAssets();
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AssetDatabase.ImportAsset(assetPath);
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}
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// ================================================================
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// 工具方法
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// ================================================================
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private static void SetFieldValue(object target, string fieldName, object value)
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{
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FieldInfo field = target.GetType().GetField(
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fieldName,
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BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Public);
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if (field != null)
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{
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field.SetValue(target, value);
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}
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else
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{
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Debug.LogWarning($"[InputGlyphs] 反射未找到字段 '{fieldName}'(类型:{target.GetType().Name})。");
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}
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}
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private static void CleanupTextures(List<Texture2D> textures)
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{
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foreach (Texture2D tex in textures)
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{
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if (tex != null)
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UnityEngine.Object.DestroyImmediate(tex);
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 3c0f978bf51ac504a82aaa25578a31cb
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Reference in New Issue
Block a user