Passion & UI

This commit is contained in:
SoulliesOfficial
2026-06-12 17:11:39 -04:00
parent 7bc1e1722c
commit 6d7ebc5825
3444 changed files with 865284 additions and 463132 deletions

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

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