Files
unity-flash-tools/Assets/FlashTools/Scripts/FlashAnim.cs

201 lines
5.4 KiB
C#

using UnityEngine;
using System.Collections.Generic;
namespace FlashTools {
[ExecuteInEditMode]
public class FlashAnim : MonoBehaviour {
public FlashAnimAsset Asset = null;
int _current_frame = 0;
float _frame_timer = 0.0f;
List<Vector3> _vertices = new List<Vector3>();
List<int> _triangles = new List<int>();
List<Vector2> _uvs = new List<Vector2>();
Mesh _mesh = null;
Vector3[] _vertices_arr = new Vector3[0];
int[] _triangles_arr = new int[0];
Vector2[] _uvs_arr = new Vector2[0];
public void Play() {
}
public void Stop() {
}
public void Pause() {
}
public void GoToFrame(int frame) {
}
public int frameCount {
get {
int frames = 0;
if ( Asset ) {
var layers = GetCurrentSymbol().Layers;
for ( var i = 0; i < layers.Count; ++i ) {
var layer = layers[i];
frames = Mathf.Max(frames, layer.Frames.Count);
}
}
return frames;
}
}
FlashAnimSymbolData GetCurrentSymbol() {
//return Asset.Data.Library.Symbols[0];
return Asset.Data.Stage;
}
int GetNumFrameByNum(FlashAnimLayerData layer, int num) {
return num % layer.Frames.Count;
}
FlashAnimFrameData GetFrameByNum(FlashAnimLayerData layer, int num) {
var frame_num = GetNumFrameByNum(layer, num);
if ( frame_num >= 0 && frame_num < layer.Frames.Count ) {
return layer.Frames[frame_num];
}
return null;
}
FlashAnimSymbolData FindSymbol(FlashAnimLibraryData library, string symbol_id) {
for ( var i = 0; i < library.Symbols.Count; ++i ) {
var symbol = library.Symbols[i];
if ( symbol.Id == symbol_id ) {
return symbol;
}
}
return null;
}
FlashAnimBitmapData FindBitmap(FlashAnimLibraryData library, string bitmap_id) {
for ( var i = 0; i < library.Bitmaps.Count; ++i ) {
var bitmap = library.Bitmaps[i];
if ( bitmap.Id == bitmap_id ) {
return bitmap;
}
}
return null;
}
void RenderInstance(FlashAnimInstData elem_data, int frame_num, Matrix4x4 matrix) {
if ( elem_data.Type == FlashAnimInstType.Bitmap ) {
var bitmap = Asset ? FindBitmap(Asset.Data.Library, elem_data.Asset) : null;
if ( bitmap != null ) {
var width = bitmap.RealSize.x;
var height = bitmap.RealSize.y;
var v0 = new Vector3( 0, 0, 0);
var v1 = new Vector3( width, 0, 0);
var v2 = new Vector3( width, height, 0);
var v3 = new Vector3( 0, height, 0);
_vertices.Add(matrix.MultiplyPoint3x4(v0));
_vertices.Add(matrix.MultiplyPoint3x4(v1));
_vertices.Add(matrix.MultiplyPoint3x4(v2));
_vertices.Add(matrix.MultiplyPoint3x4(v3));
_triangles.Add(_vertices.Count - 4 + 2);
_triangles.Add(_vertices.Count - 4 + 1);
_triangles.Add(_vertices.Count - 4 + 0);
_triangles.Add(_vertices.Count - 4 + 0);
_triangles.Add(_vertices.Count - 4 + 3);
_triangles.Add(_vertices.Count - 4 + 2);
var source_rect = bitmap.SourceRect;
_uvs.Add(new Vector2(source_rect.xMin, source_rect.yMax));
_uvs.Add(new Vector2(source_rect.xMax, source_rect.yMax));
_uvs.Add(new Vector2(source_rect.xMax, source_rect.yMin));
_uvs.Add(new Vector2(source_rect.xMin, source_rect.yMin));
}
} else if ( elem_data.Type == FlashAnimInstType.Symbol ) {
var symbol = Asset ? FindSymbol(Asset.Data.Library, elem_data.Asset) : null;
if ( symbol != null ) {
RenderSymbol(symbol, frame_num, matrix);
}
}
}
void RenderSymbol(FlashAnimSymbolData symbol, int frame_num, Matrix4x4 matix) {
for ( var i = 0; i < symbol.Layers.Count; ++i ) {
var layer = symbol.Layers[i];
if ( layer.LayerType != FlashAnimLayerType.Mask ) {
var frame = GetFrameByNum(layer, frame_num);
if ( frame != null ) {
for ( var j = 0; j < frame.Elems.Count; ++j ) {
var elem = frame.Elems[j];
if ( elem.Instance != null ) {
RenderInstance(
elem.Instance, frame_num, matix * elem.Matrix);
}
}
}
}
}
}
void Update() {
_frame_timer += 25.0f * Time.deltaTime;
while ( _frame_timer > 1.0f ) {
_frame_timer -= 1.0f;
++_current_frame;
if ( _current_frame > frameCount - 1 ) {
_current_frame = 0;
}
//Debug.LogFormat("Cur frame: {0}", _current_frame);
}
}
void OnRenderObject() {
if ( Asset ) {
_vertices.Clear();
_triangles.Clear();
_uvs.Clear();
RenderSymbol(
GetCurrentSymbol(),
_current_frame,
Matrix4x4.Scale(new Vector3(1,-1,1)));
/*
if ( _vertices_arr.Length < _vertices.Count ) {
_vertices_arr = _vertices.ToArray();
} else {
_vertices.CopyTo(_vertices_arr);
}
if ( _triangles_arr.Length < _triangles.Count ) {
_triangles_arr = _triangles.ToArray();
} else {
_triangles.CopyTo(_triangles_arr);
}
if ( _uvs_arr.Length < _uvs.Count ) {
_uvs_arr = _uvs.ToArray();
} else {
_uvs.CopyTo(_uvs_arr);
}
var mesh = new Mesh();
mesh.vertices = _vertices_arr;
mesh.triangles = _triangles_arr;
mesh.uv = _uvs_arr;
mesh.RecalculateNormals();
GetComponent<MeshFilter>().mesh = mesh;*/
if ( !_mesh ) {
_mesh = new Mesh();
}
if ( _mesh ) {
_mesh.Clear();
_mesh.SetVertices(_vertices);
_mesh.SetTriangles(_triangles, 0);
_mesh.SetUVs(0, _uvs);
_mesh.RecalculateNormals();
GetComponent<MeshFilter>().mesh = _mesh;
}
}
}
}
}