上传修改

This commit is contained in:
李浩 2025-06-30 18:18:42 +08:00
parent b7f523bd1d
commit fdabd339b5
85 changed files with 2741 additions and 165 deletions

File diff suppressed because one or more lines are too long

8
Assets/Editor.meta Normal file
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142
Assets/Editor/Tool.cs Normal file
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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using System.IO;
public class Tool : EditorWindow
{
[SerializeField]
private VisualTreeAsset m_VisualTreeAsset = default;
[MenuItem("Tool/工具箱")]
public static void ShowExample()
{
Tool wnd = GetWindow<Tool>();
wnd.titleContent = new GUIContent("工具箱");
}
//private string[] _materialsPath;
List<string> _materialFolders = new List<string>();
public void CreateGUI()
{
VisualElement root = rootVisualElement;
VisualElement labelFromUXML = m_VisualTreeAsset.Instantiate();
labelFromUXML.Q<Button>().clicked += ()=>TextureAutoUse(labelFromUXML.Q<TextField>("Color").value,
labelFromUXML.Q<TextField>("Normal").value,
labelFromUXML.Q<TextField>("Meta").value,
labelFromUXML.Q<TextField>("AO").value,
labelFromUXML.Q<TextField>("Emi").value,
labelFromUXML.Q<TextField>("Texture").value);
root.Add(labelFromUXML);
}
//检测路径为材质球自动赋予贴图
void TextureAutoUse(string colorSuf,string normSuf,string metaSuf,string aoSuf,string emiSuf,string texturePre)
{
float assignedCount = 0;
//获取所有材质球路径
string projectPath=Application.dataPath;
var materialDirs= Directory.GetDirectories(projectPath, "Materials", SearchOption.AllDirectories);
foreach (var dir in materialDirs)
{
string relativePath= "Assets"+dir.Substring(projectPath.Length);
_materialFolders.Add(relativePath);
}
foreach (var materialPath in _materialFolders)
{
string texturesPath = materialPath.Replace("Materials", "Textures");
if (Directory.Exists(texturesPath))
{
//"t:" 按类型搜索 "t:Material"
//"l:" 按标签搜索 "l:Environment"
//"n:" 按名称搜索 "n:PlayerModel"
//"p:" 按路径搜索 "p:Assets/UI"
string[] texturesGuids=AssetDatabase.FindAssets("t:Texture2D",new string[]{texturesPath});
string[] materialsGuids=AssetDatabase.FindAssets("t:Material",new string[]{materialPath});
List<Texture2D> textures = new List<Texture2D>();
List<Material> materials = new List<Material>();
//获取所有贴图
foreach (var guid in texturesGuids)
{
//获取贴图的相对路径
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
Texture2D texture= AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
textures.Add(texture);
//Debug.Log(texture.name);
}
//获取所有材质
foreach (var guid in materialsGuids)
{
//获取材质的相对路径
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
Material material= AssetDatabase.LoadAssetAtPath<Material>(assetPath);
materials.Add(material);
}
//匹配材质和贴图
foreach (var material in materials)
{
Texture2D colorTex= System.Array.Find(textures.ToArray(), (Texture2D texture) => { return texture.name.StartsWith(texturePre+material.name) && texture.name.EndsWith(colorSuf);});
Texture2D normTex= System.Array.Find(textures.ToArray(), (Texture2D texture) => { return texture.name.StartsWith(texturePre+material.name) && texture.name.EndsWith(normSuf);});
Texture2D metaTex= System.Array.Find(textures.ToArray(), (Texture2D texture) => { return texture.name.StartsWith(texturePre+material.name) && texture.name.EndsWith(metaSuf);});
Texture2D aoTex= System.Array.Find(textures.ToArray(), (Texture2D texture) => { return texture.name.StartsWith(texturePre+material.name) && texture.name.EndsWith(aoSuf);});
Texture2D emiTex= System.Array.Find(textures.ToArray(), (Texture2D texture) => { return texture.name.StartsWith(texturePre+material.name) && texture.name.EndsWith(emiSuf);});
if (colorTex != null)
{
material.mainTexture = colorTex;
textures.Remove(colorTex);
}
if (normTex != null)
{
material.SetTexture("_BumpMap",normTex);
textures.Remove(normTex);
}
if (metaTex != null)
{
material.SetTexture("_MetallicGlossMap",metaTex);
textures.Remove(metaTex);
}
if (aoTex != null)
{
material.SetTexture("_OcclusionMap",aoTex);
textures.Remove(aoTex);
}
if (emiTex != null)
{
material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.BakedEmissive;
material.SetColor("_EmissionColor", Color.white );
material.EnableKeyword("_EMISSION");
material.SetTexture("_EmissionMap",emiTex);
textures.Remove(emiTex);
}
EditorUtility.SetDirty(material);
}
}
assignedCount += 1;
EditorUtility.DisplayProgressBar("处理中", $"正在赋值路径: {materialPath}", (float)assignedCount / _materialFolders.Count);
}
AssetDatabase.SaveAssets();
EditorUtility.ClearProgressBar();
_materialFolders.Clear();
}
//保存生成的Texture到项目中
void SaveTextureToProject(Texture2D texture,string path)
{
byte[] bytes = texture.EncodeToPNG();
File.WriteAllBytes(path, bytes);
#if UNITY_EDITOR
AssetDatabase.Refresh();
#endif
}
}

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<ui:VisualElement style="flex-grow: 0; flex-shrink: 1;">
<ui:TextField label="&lt;color=green&gt;贴图命名前缀&lt;/color&gt;" name="Texture" value="T_" />
<ui:TextField label="颜色贴图匹配后缀" name="Color" value="_Color" />
<ui:TextField label="法线贴图匹配后缀" name="Normal" value="_Norm" />
<ui:TextField label="金属度贴图匹配后缀" name="Meta" value="_Meta" />
<ui:TextField label="AO贴图匹配后缀" name="AO" value="_AO" />
<ui:TextField label="自发光贴图匹配后缀" name="Emi" value="_Emi" />
<ui:Button text="自动赋予贴图" tooltip="&lt;color=green&gt;&lt;b&gt;使用说明&lt;/b&gt;&lt;/color&gt;:材质放入&quot;Materials&quot;文件夹内,贴图放入&quot;Textures&quot;文件夹内。且要匹配的材质和贴图的文件夹在同一目录层级中。&lt;color=green&gt;工具会把与材质相同名称的贴图依据不同的后缀,放入对应通道内&lt;/color&gt;" parse-escape-sequences="true" emoji-fallback-support="false" />
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@ -332,7 +332,13 @@ public class ActionHelper
var dictAction = (XMLTool.DictionaryAction)act; var dictAction = (XMLTool.DictionaryAction)act;
return QFramework.DragPanelAction.Allocate(dictAction.args); return QFramework.DragPanelAction.Allocate(dictAction.args);
} }
case "ReSetZhanShiCameraAction":
{
var dictAction = (XMLTool.DictionaryAction)act;
return QFramework.ReSetZhanShiCameraAction.Allocate(act.Value, dictAction.args);
//var strAction = (XMLTool.DictionaryAction)act;
//return QFramework.AnimationAction.Allocate(act.Value, strAction.args);
}
default: default:
Debug.LogError($"没有找到此Action的类型{act.Type}"); Debug.LogError($"没有找到此Action的类型{act.Type}");
break; break;

View File

@ -4,8 +4,10 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class ReSetZhanShiCameraAction : IAction namespace QFramework
{ {
public class ReSetZhanShiCameraAction : IAction
{
public ulong ActionID public ulong ActionID
{ {
get; set; get; set;
@ -24,26 +26,31 @@ public class ReSetZhanShiCameraAction : IAction
} }
private static readonly SimpleObjectPool<ReSetZhanShiCameraAction> mPool =
new SimpleObjectPool<ReSetZhanShiCameraAction>(() => new ReSetZhanShiCameraAction(), null, 10);
Vector3 pos; public string path;
float time; public string x;
string path; public string y;
public static ReSetZhanShiCameraAction Allocate(string path, Vector3 pos, float time, System.Action onDelayFinish = null) public string Distance;
private static readonly SimpleObjectPool<ReSetZhanShiCameraAction> mPool =
new SimpleObjectPool<ReSetZhanShiCameraAction>(() => new(), null, 10);
Dictionary<string, string> datas;
public static ReSetZhanShiCameraAction Allocate(string path, Dictionary<string, string> datas, System.Action OnFinished = null)
{ {
var retNode = mPool.Allocate(); var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++; retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false; retNode.Deinited = false;
retNode.Reset(); retNode.Reset();
retNode.pos = pos;
retNode.time = time; retNode.path= datas.ContainsKey("path") ? datas["path"] : "";
retNode.path = path; retNode.x = datas.ContainsKey("x") ? datas["x"] : "";
retNode.y = datas.ContainsKey("y") ? datas["y"] : "";
retNode.Distance = datas.ContainsKey("Distance") ? datas["Distance"] : "";
return retNode; return retNode;
} }
public void Deinit() public void Deinit()
{ {
if (!Deinited) if (!Deinited)
@ -59,26 +66,21 @@ public class ReSetZhanShiCameraAction : IAction
public void OnFinish() public void OnFinish()
{ {
} }
public void OnStart() public void OnStart()
{ {
GameObject obj = null;
#if VR
if (path == "FlyCamera")
{
obj = UIRoot.Instance.transform.Find("ZFrame").gameObject;
}
#endif
obj = Utility.FindObj(path);
if (obj == null) GameObject obj = Utility.FindObj(path);
{ var CameraMoveData = obj.GetComponent<ZhanShiCameraMove>();
Debug.LogError($"ûÓÐÕÒµ½Â·¾¶{path}"); CameraMoveData.x = x.ToFloat();
return; CameraMoveData.y = y.ToFloat();
} CameraMoveData.distance = Distance.ToFloat();
this.Finish();
obj.transform.DOMove(pos, time).onComplete = () => this.Finish(); ;
} }
@ -87,4 +89,6 @@ public class ReSetZhanShiCameraAction : IAction
Status = ActionStatus.NotStart; Status = ActionStatus.NotStart;
Paused = false; Paused = false;
} }
}
} }

View File

@ -75,7 +75,7 @@ namespace QFramework.Example
sliderItemObj.name = Objs[i]; sliderItemObj.name = Objs[i];
// ÉèÖÃSlider±êÌâ // ÉèÖÃSlider±êÌâ
Debug.Log(sliderItemObj+"??"); //Debug.Log(sliderItemObj+"??");
Slider slider = sliderItemObj.GetComponent<Slider>(); Slider slider = sliderItemObj.GetComponent<Slider>();
slider.transform.Find("Title").transform.Find("TitleText").GetComponent<Text>().text = Objs[i]; slider.transform.Find("Title").transform.Find("TitleText").GetComponent<Text>().text = Objs[i];

View File

@ -753,6 +753,38 @@ namespace XMLTool
var act = new MoveOrAction(); var act = new MoveOrAction();
act.to = Utility.GetVector3FromStrArray(action.Attribute("to").Value); act.to = Utility.GetVector3FromStrArray(action.Attribute("to").Value);
act.time = float.Parse(action.Attribute("time").Value); act.time = float.Parse(action.Attribute("time").Value);
newAction = act;
}
break;
case "ReSetZhanShiCameraAction":
{
var act = new DictionaryAction();
var path = action.Attribute("path");
if (path != null)
{
act.args.Add("path", path.Value);
}
var x = action.Attribute("x");
if ( x!= null)
{
act.args.Add("x", x.Value);
}
var y = action.Attribute("y");
if (y != null)
{
act.args.Add("y", y.Value);
}
var Distance = action.Attribute("Distance");
if (Distance != null)
{
act.args.Add("Distance", Distance.Value);
}
newAction = act; newAction = act;
} }
break; break;

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@ -143,6 +143,12 @@
<Action type="Log" value="进入棱柱状态机"></Action> <Action type="Log" value="进入棱柱状态机"></Action>
<Action type="ReSetZhanShiCameraAction" path="ZhanShiCamera" x="-188" y="43" Distance="8"></Action>
<Action type="Show" value="Main/A_SM_LengZhu" isShow="true" isDevice="false"></Action> <Action type="Show" value="Main/A_SM_LengZhu" isShow="true" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱柱形成动画" isShow="true" isDevice="false"></Action> <Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱柱形成动画" isShow="true" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱柱分类对比学习" isShow="true" isDevice="false"></Action> <Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱柱分类对比学习" isShow="true" isDevice="false"></Action>