forked from BilalY/Rasagar
240 lines
11 KiB
C#
240 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.U2D;
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using UnityObject = UnityEngine.Object;
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namespace UnityEditor.U2D.Sprites
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{
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/// <summary>An interface that allows Sprite Editor Window to edit Sprite data for user custom importer.</summary>
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/// <remarks> Use this interface to edit Sprite data.
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/// <code>
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/// using UnityEditor;
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/// using UnityEditor.U2D.Sprites;
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/// using UnityEngine;
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///
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/// public class PivotUpdater : AssetPostprocessor
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/// {
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/// private void OnPreprocessTexture()
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/// {
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/// var factory = new SpriteDataProviderFactories();
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/// factory.Init();
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/// var dataProvider = factory.GetSpriteEditorDataProviderFromObject(assetImporter);
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/// dataProvider.InitSpriteEditorDataProvider();
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///
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/// SetPivot(dataProvider, new Vector2(0.5f, 0.5f));
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///
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/// dataProvider.Apply();
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/// }
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///
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/// static void SetPivot(ISpriteEditorDataProvider dataProvider, Vector2 pivot)
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/// {
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/// var spriteRects = dataProvider.GetSpriteRects();
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/// foreach (var rect in spriteRects)
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/// {
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/// rect.pivot = pivot;
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/// rect.alignment = SpriteAlignment.Custom;
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/// }
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/// dataProvider.SetSpriteRects(spriteRects);
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/// }
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/// }
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/// </code>
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/// </remarks>
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public interface ISpriteEditorDataProvider
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{
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/// <summary>SpriteImportMode to indicate how Sprite data will be imported.</summary>
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SpriteImportMode spriteImportMode { get; }
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/// <summary>The number of pixels in the sprite that correspond to one unit in world space.</summary>
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float pixelsPerUnit { get; }
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/// <summary>The object that this data provider is acquiring its data from.</summary>
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UnityObject targetObject { get; }
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/// <summary>Returns an array of SpriteRect representing Sprite data the provider has.</summary>
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/// <returns>Array of SpriteRect.</returns>
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SpriteRect[] GetSpriteRects();
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/// <summary>Sets the data provider's current SpriteRect.</summary>
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/// <param name="spriteRects">Updated array of SpriteRect.</param>
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void SetSpriteRects(SpriteRect[] spriteRects);
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/// <summary>Applying any changed data.</summary>
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void Apply();
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/// <summary>Allows the data provider to initialize any data if needed.</summary>
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void InitSpriteEditorDataProvider();
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/// <summary>Gets other data providers that might be supported by ISpriteEditorDataProvider.targetObject.</summary>
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/// <typeparam name="T">The data provider type to acquire.</typeparam>
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/// <returns>Data provider type.</returns>
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T GetDataProvider<T>() where T : class;
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/// <summary>Queries if ISpriteEditorDataProvider.targetObject supports the data provider type.</summary>
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/// <param name="type">Data provider type.</param>
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/// <returns>True if supports, false otherwise.</returns>
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bool HasDataProvider(Type type);
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}
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/// <summary>
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/// Data Provider interface that deals with Sprite Bone data.
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/// </summary>
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public interface ISpriteBoneDataProvider
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{
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/// <summary>
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/// Returns the list of SpriteBone for the corresponding Sprite ID.
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/// </summary>
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/// <param name="guid">Sprite ID.</param>
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/// <returns>The list of SpriteBone associated with the Sprite</returns>
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List<SpriteBone> GetBones(GUID guid);
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/// <summary>Sets a new set of SpriteBone for the corresponding Sprite ID.</summary>
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/// <param name = "guid" > Sprite ID.</param>
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/// <param name = "bones" > List of SpriteBone to associate with the Sprite.</param>
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void SetBones(GUID guid, List<SpriteBone> bones);
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}
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/// <summary>
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/// Data provider that provides data for ID to be used given a SpriteRect's name.
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/// </summary>
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/// <remarks>
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/// The name and ID pair is used to allow mapping back a previous created SpriteRect.
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/// </remarks>
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public interface ISpriteNameFileIdDataProvider
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{
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/// <summary>Returns an IEnumerable of SpriteNameFileIdPair representing the name and file id pairs the provider has.</summary>
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/// <returns>Name and file id pairs.</returns>
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IEnumerable<SpriteNameFileIdPair> GetNameFileIdPairs();
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/// <summary>Sets the data provider's current NameFileIdPair.</summary>
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/// <param name="nameFileIdPairs">Updated IEnumerable of SpriteNameFileIdPair.</param>
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void SetNameFileIdPairs(IEnumerable<SpriteNameFileIdPair> nameFileIdPairs);
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}
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/// <summary>Data provider that provides the outline data for SpriteRect.</summary>
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/// <remarks>The outline data is used to tessellate a Sprite's mesh.</remarks>
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public interface ISpriteOutlineDataProvider
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{
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/// <summary>Given a GUID, returns the outline data used for tessellating the SpriteRect.</summary>
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/// <param name="guid">GUID of the SpriteRect.</param>
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/// <returns>Outline data for theSpriteRect.</returns>
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List<Vector2[]> GetOutlines(GUID guid);
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/// <summary>Given a GUID, sets the outline data used for tessellating the SpriteRect.</summary>
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/// <param name="guid">GUID of the SpriteRect.</param>
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/// <param name="data">Outline data for theSpriteRect.</param>
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void SetOutlines(GUID guid, List<Vector2[]> data);
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/// <summary>Given a GUID, returns the tessellation detail.Tessellation value should be between 0 to 1.</summary>
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/// <param name = "guid" > GUID of the SpriteRect.</param>
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/// <returns>The tessellation value.</returns>
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float GetTessellationDetail(GUID guid);
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/// <summary>Given a GUID, sets the tessellation detail.Tessellation value should be between 0 to 1.</summary>
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/// <param name = "guid" > GUID of the SpriteRect.</param>
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/// <param name="value">The tessellation value.</param>
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void SetTessellationDetail(GUID guid, float value);
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}
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/// <summary>Data provider that provides the Physics outline data for SpriteRect.</summary>
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/// <remarks>Uses the outline data to generate the Sprite's Physics shape for Polygon Collider 2D.</remarks>
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public interface ISpritePhysicsOutlineDataProvider
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{
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/// <summary>Given a GUID, returns the Physics outline data used for the SpriteRect.</summary>
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/// <param name="guid">GUID of the SpriteRect.</param>
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/// <returns>Physics outline data for the SpriteRect.</returns>
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List<Vector2[]> GetOutlines(GUID guid);
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/// <summary>Given a GUID, sets the Physics outline data used for the SpriteRect.</summary>
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/// <param name="guid">GUID of the SpriteRect.</param>
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/// <param name="data">Physics outline data for the SpriteRect.</param>
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void SetOutlines(GUID guid, List<Vector2[]> data);
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/// <summary>Given a GUID, returns the tessellation detail.Tessellation value should be between 0 to 1.</summary>
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/// <param name = "guid" > GUID of the SpriteRect.</param>
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/// <returns>The tessellation value.</returns>
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float GetTessellationDetail(GUID guid);
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/// <summary>Given a GUID, sets the tessellation detail.Tessellation value should be between 0 to 1.</summary>
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/// <param name = "guid" > GUID of the SpriteRect.</param>
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/// <param name="value">The tessellation value.</param>
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void SetTessellationDetail(GUID guid, float value);
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}
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/// <summary>Data provider that provides texture data needed for Sprite Editor Window.</summary>
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public interface ITextureDataProvider
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{
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/// <summary>Texture2D representation of the data provider.</summary>
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Texture2D texture { get; }
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/// <summary>Texture2D that represents the preview for ITextureDataProvider.texture.</summary>
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Texture2D previewTexture { get; }
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/// <summary>The actual width and height of the texture data.</summary>
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/// <param name="width">Out value for width.</param>
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/// <param name="height">Out value for height.</param>
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void GetTextureActualWidthAndHeight(out int width , out int height);
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/// <summary>Readable version of ITextureProvider.texture.</summary>
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/// <returns>Texture2D that is readable.</returns>
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Texture2D GetReadableTexture2D();
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}
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/// <summary>Data provider that provides secoondary texture data needed for Sprite Editor Window.</summary>
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public interface ISecondaryTextureDataProvider
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{
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/// <summary>
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/// Get set method for an array of SecondarySpriteTexture in the Data Provider
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/// </summary>
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SecondarySpriteTexture[] textures { get; set; }
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}
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/// <summary>A structure that contains meta data about vertices in a Sprite.</summary>
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[Serializable]
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public struct Vertex2DMetaData
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{
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/// <summary>The position of the vertex.</summary>
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public Vector2 position;
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/// <summary>The BoneWeight of the vertex.</summary>
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public BoneWeight boneWeight;
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}
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/// <summary>Data Provider interface that deals with Sprite mesh data.</summary>
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public interface ISpriteMeshDataProvider
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{
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/// <summary>Returns the list of vertex datas for the corresponding Sprite ID.</summary>
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/// <param name = "guid" > Sprite ID.</param>
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Vertex2DMetaData[] GetVertices(GUID guid);
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/// <summary>Sets a new list of vertices for the corresponding Sprite ID.</summary>
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/// <param name = "guid" > Sprite ID.</param>
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void SetVertices(GUID guid, Vertex2DMetaData[] vertices);
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/// <summary>Returns the list of mesh index for the corresponding Sprite ID.</summary>
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/// <param name = "guid" > Sprite ID.</param>
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int[] GetIndices(GUID guid);
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/// <summary>Sets a new list of indices for the corresponding Sprite ID.</summary>
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/// <param name = "guid" > Sprite ID.</param>
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void SetIndices(GUID guid, int[] indices);
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/// <summary>Returns the list of mesh edges for the corresponding Sprite ID.</summary>
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/// <param name = "guid" > Sprite ID.</param>
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Vector2Int[] GetEdges(GUID guid);
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/// <summary>Sets a new list of edges for the corresponding Sprite ID.</summary>
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/// <param name = "guid" > Sprite ID.</param>
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void SetEdges(GUID guid, Vector2Int[] edges);
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}
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/// <summary>
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/// Data Provider interface that allows to get and set custom Sprite data.
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/// </summary>
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internal interface ISpriteCustomDataProvider
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{
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/// <summary>
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/// Gets all available keys.
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/// </summary>
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/// <returns>Collection of all available keys.</returns>
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public IEnumerable<string> GetKeys();
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/// <summary>
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/// Sets the custom data at the given key.
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/// </summary>
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/// <param name="key">Name of the key.</param>
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/// <param name="data">Value.</param>
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public void SetData(string key, string data);
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/// <summary>
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/// Removes the custom data at the given key.
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/// </summary>
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/// <param name="key">Name of the key.</param>
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public void RemoveData(string key);
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/// <summary>
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/// Gets the custom data at the given key.
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/// </summary>
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/// <param name="key">Name of the key.</param>
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/// <param name="data">Value.</param>
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/// <returns>True if the value retrieved successfully.</returns>
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public bool GetData(string key, out string data);
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}
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}
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