mirror of
https://github.com/BlackMATov/unity-flash-tools.git
synced 2025-12-16 22:19:31 +07:00
202 lines
6.2 KiB
C#
202 lines
6.2 KiB
C#
using UnityEngine;
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using System.Linq;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace FlashTools {
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[ExecuteInEditMode]
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[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
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public class SwfAnimation : MonoBehaviour {
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public SwfAnimationAsset Asset = null;
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public int GroupCount = 0;
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int _current_frame = 0;
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float _frame_timer = 0.0f;
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string _last_asset_path = string.Empty;
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List<Vector2> _uvs = new List<Vector2>();
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List<Color> _mulcolors = new List<Color>();
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List<Vector4> _addcolors = new List<Vector4>();
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List<Vector3> _vertices = new List<Vector3>();
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class Group {
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public SwfAnimationInstanceType Type;
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public int ClipDepth;
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public List<int> Triangles;
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public Material Material;
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}
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List<Group> _groups = new List<Group>();
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public int frameCount {
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get { return Asset ? Asset.Data.Frames.Count : 0; }
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}
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public int currentFrame {
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get { return _current_frame; }
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set { _current_frame = Mathf.Clamp(value, 0, frameCount - 1); }
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}
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// ------------------------------------------------------------------------
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//
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// Messages
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//
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// ------------------------------------------------------------------------
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void Update() {
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if ( Asset ) {
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_frame_timer += Asset.Data.FrameRate * Time.deltaTime;
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while ( _frame_timer > 1.0f ) {
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_frame_timer -= 1.0f;
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++_current_frame;
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if ( _current_frame > frameCount - 1 ) {
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_current_frame = 0;
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}
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}
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} else {
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#if UNITY_EDITOR
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OnValidate();
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#endif
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}
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}
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#if UNITY_EDITOR
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void OnValidate() {
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if ( Asset ) {
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_last_asset_path = AssetDatabase.GetAssetPath(Asset);
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} else {
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if ( !string.IsNullOrEmpty(_last_asset_path) ) {
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Asset = AssetDatabase.LoadAssetAtPath<SwfAnimationAsset>(_last_asset_path);
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EditorUtility.SetDirty(this);
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}
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}
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}
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#endif
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SwfAnimationBitmapData FindBitmap(int bitmap_id) {
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if ( Asset ) {
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for ( var i = 0; i < Asset.Data.Bitmaps.Count; ++i ) {
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var bitmap = Asset.Data.Bitmaps[i];
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if ( bitmap.Id == bitmap_id ) {
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return bitmap;
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}
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}
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}
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return null;
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}
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void OnRenderObject() {
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if ( Asset ) {
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_vertices.Clear();
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_uvs.Clear();
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_mulcolors.Clear();
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_addcolors.Clear();
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_groups.Clear();
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var frame = Asset.Data.Frames[currentFrame];
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foreach ( var inst in frame.Instances ) {
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var bitmap = FindBitmap(inst.Bitmap);
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if ( bitmap != null ) {
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var width = bitmap.RealSize.x / 20.0f;
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var height = bitmap.RealSize.y / 20.0f;
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var v0 = new Vector3( 0, 0, 0);
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var v1 = new Vector3(width, 0, 0);
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var v2 = new Vector3(width, height, 0);
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var v3 = new Vector3( 0, height, 0);
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var matrix =
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Matrix4x4.Scale(new Vector3(
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1.0f / Asset.PixelsPerUnit,
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-1.0f / Asset.PixelsPerUnit,
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1.0f / Asset.PixelsPerUnit)) * inst.Matrix;
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_vertices.Add(matrix.MultiplyPoint3x4(v0));
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_vertices.Add(matrix.MultiplyPoint3x4(v1));
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_vertices.Add(matrix.MultiplyPoint3x4(v2));
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_vertices.Add(matrix.MultiplyPoint3x4(v3));
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var source_rect = bitmap.SourceRect;
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_uvs.Add(new Vector2(source_rect.xMin, source_rect.yMin));
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_uvs.Add(new Vector2(source_rect.xMax, source_rect.yMin));
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_uvs.Add(new Vector2(source_rect.xMax, source_rect.yMax));
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_uvs.Add(new Vector2(source_rect.xMin, source_rect.yMax));
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_mulcolors.Add(inst.ColorTransform.Mul);
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_mulcolors.Add(inst.ColorTransform.Mul);
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_mulcolors.Add(inst.ColorTransform.Mul);
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_mulcolors.Add(inst.ColorTransform.Mul);
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_addcolors.Add(inst.ColorTransform.Add);
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_addcolors.Add(inst.ColorTransform.Add);
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_addcolors.Add(inst.ColorTransform.Add);
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_addcolors.Add(inst.ColorTransform.Add);
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if ( _groups.Count == 0 || _groups[_groups.Count - 1].Type != inst.Type || _groups[_groups.Count - 1].ClipDepth != inst.ClipDepth) {
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var gr = new Group();
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gr.Type = inst.Type;
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gr.ClipDepth = inst.ClipDepth;
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gr.Triangles = new List<int>();
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_groups.Add(gr);
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}
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_groups[_groups.Count - 1].Triangles.Add(_vertices.Count - 4 + 2);
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_groups[_groups.Count - 1].Triangles.Add(_vertices.Count - 4 + 1);
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_groups[_groups.Count - 1].Triangles.Add(_vertices.Count - 4 + 0);
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_groups[_groups.Count - 1].Triangles.Add(_vertices.Count - 4 + 0);
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_groups[_groups.Count - 1].Triangles.Add(_vertices.Count - 4 + 3);
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_groups[_groups.Count - 1].Triangles.Add(_vertices.Count - 4 + 2);
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}
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}
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var full_groups = _groups.Where(p => p.Triangles.Count > 0).ToArray();
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for ( var i = 0; i < full_groups.Length; ++i ) {
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var gr = full_groups[i];
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switch ( gr.Type ) {
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case SwfAnimationInstanceType.Mask:
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gr.Material = new Material(Shader.Find("FlashTools/SwfIncrMask"));
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gr.Material.SetTexture("_MainTex", Asset.Atlas);
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break;
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case SwfAnimationInstanceType.Group:
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gr.Material = new Material(Shader.Find("FlashTools/SwfSimple"));
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gr.Material.SetTexture("_MainTex", Asset.Atlas);
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break;
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case SwfAnimationInstanceType.Masked:
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gr.Material = new Material(Shader.Find("FlashTools/SwfMasked"));
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gr.Material.SetTexture("_MainTex", Asset.Atlas);
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gr.Material.SetInt("_StencilID", gr.ClipDepth);
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break;
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case SwfAnimationInstanceType.MaskReset:
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gr.Material = new Material(Shader.Find("FlashTools/SwfDecrMask"));
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gr.Material.SetTexture("_MainTex", Asset.Atlas);
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break;
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}
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}
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GetComponent<MeshRenderer>().sharedMaterials = full_groups.Select(p => p.Material).ToArray();
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var mesh_filter = GetComponent<MeshFilter>();
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if ( mesh_filter ) {
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var mesh = mesh_filter.sharedMesh
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? mesh_filter.sharedMesh
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: new Mesh();
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mesh.Clear();
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mesh.subMeshCount = full_groups.Length;
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GroupCount = full_groups.Length;
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mesh.SetVertices(_vertices);
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for ( var i = 0; i < full_groups.Length; ++i ) {
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mesh.SetTriangles(full_groups[i].Triangles, i);
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}
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mesh.SetUVs(0, _uvs);
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mesh.SetUVs(1, _addcolors);
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mesh.SetColors(_mulcolors);
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mesh.RecalculateNormals();
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mesh_filter.sharedMesh = mesh;
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}
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}
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}
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}
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} |