// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace Animancer.Editor.Tools
{
/// [Editor-Only] [Pro-Only] A for bulk-renaming s.
///
/// Documentation:
///
/// Rename Sprites
///
/// https://kybernetik.com.au/animancer/api/Animancer.Editor.Tools/RenameSpritesTool
///
[Serializable]
public class RenameSpritesTool : SpriteModifierTool
{
/************************************************************************************************************************/
[NonSerialized] private List _GeneratedNames;
[NonSerialized] private bool _NamesAreDirty;
[NonSerialized] private ReorderableList _SpritesDisplay;
[SerializeField] private List _ManualNames;
[SerializeField] private int _FirstIndex = 1;
[SerializeField] private int _MinimumDigits = 1;
/************************************************************************************************************************/
///
public override int DisplayOrder => 2;
///
public override string Name => "Rename Sprites";
///
public override string HelpURL => Strings.DocsURLs.RenameSprites;
///
public override string Instructions
{
get
{
if (Sprites.Count == 0)
return "Select the Sprites you want to rename.";
return "Enter the new name(s) you want to give the Sprites then click Apply." +
"\n\nEach Sprite below the name you enter will be given the same name" +
" until the next name which will restart the counter.";
}
}
/************************************************************************************************************************/
///
public override void OnEnable(int index)
{
base.OnEnable(index);
_ManualNames ??= new();
_GeneratedNames ??= new();
_SpritesDisplay = AnimancerToolsWindow.CreateReorderableObjectList(Sprites, "Sprites to Rename");
_SpritesDisplay.onChangedCallback += list => DirtyNames();
_SpritesDisplay.drawElementCallback = DrawItem;
_SpritesDisplay.elementHeight = AnimancerGUI.LineHeight * 3 + AnimancerGUI.StandardSpacing * 2;
}
/************************************************************************************************************************/
///
public override void OnSelectionChanged()
{
base.OnSelectionChanged();
DirtyNames();
}
/************************************************************************************************************************/
/// Refreshes the .
private void UpdateNames()
{
if (!_NamesAreDirty)
return;
_NamesAreDirty = false;
var sprites = Sprites;
AnimancerEditorUtilities.SetCount(_ManualNames, sprites.Count);
AnimancerEditorUtilities.SetCount(_GeneratedNames, sprites.Count);
string name = null;
string digitFormat = null;
int index = 0;
for (int i = 0; i < sprites.Count; i++)
{
var newName = _ManualNames[i];
if (!string.IsNullOrWhiteSpace(newName))
{
name = newName;
index = 0;
var nextNameIndex = IndexOfNextManualName(i);
var digits = Mathf.FloorToInt(Mathf.Log10(nextNameIndex - i)) + 1;
if (digits < _MinimumDigits)
digits = _MinimumDigits;
var formatCharacters = new char[digits];
for (int iDigit = 0; iDigit < digits; iDigit++)
formatCharacters[iDigit] = '0';
digitFormat = new string(formatCharacters);
}
_GeneratedNames[i] = string.IsNullOrWhiteSpace(name)
? sprites[i].name
: name + (index + _FirstIndex).ToString(digitFormat);
index++;
}
}
/************************************************************************************************************************/
private int IndexOfNextManualName(int startIndex)
{
for (int i = startIndex + 1; i < _ManualNames.Count; i++)
if (!string.IsNullOrWhiteSpace(_ManualNames[i]))
return i;
return _ManualNames.Count;
}
/************************************************************************************************************************/
///
public override void DoBodyGUI()
{
base.DoBodyGUI();
#if ! UNITY_2D_SPRITE
EditorGUILayout.HelpBox(
"Without the 2D Sprite Package," +
" any references to the renamed sprites will be lost (including animations).",
MessageType.Warning);
#endif
AnimancerToolsWindow.BeginChangeCheck();
var firstIndex = EditorGUILayout.IntField("First Index", _FirstIndex);
if (AnimancerToolsWindow.EndChangeCheck(ref _FirstIndex, Mathf.Max(firstIndex, 0)))
DirtyNames();
AnimancerToolsWindow.BeginChangeCheck();
var digits = EditorGUILayout.IntField("Minimum Digits", _MinimumDigits);
if (AnimancerToolsWindow.EndChangeCheck(ref _MinimumDigits, Mathf.Max(digits, 1)))
DirtyNames();
UpdateNames();
_SpritesDisplay.DoLayoutList();
GUILayout.BeginHorizontal();
{
GUILayout.FlexibleSpace();
GUI.enabled = HasAnyNames();
if (GUILayout.Button("Clear"))
{
AnimancerGUI.Deselect();
AnimancerToolsWindow.RecordUndo();
_ManualNames.Clear();
DirtyNames();
}
GUI.enabled = HasAnyDifferentNames();
if (GUILayout.Button("Apply"))
{
AnimancerGUI.Deselect();
AskAndApply();
}
}
GUILayout.EndHorizontal();
}
/************************************************************************************************************************/
private void DrawItem(Rect area, int index, bool isActive, bool isFocused)
{
var sprites = Sprites;
var sprite = sprites[index];
var thumbnailWidth = Math.Min(area.height, area.width * 0.5f);
var thumbnailArea = AnimancerGUI.StealFromLeft(ref area, thumbnailWidth, AnimancerGUI.StandardSpacing);
AnimancerGUI.DrawSprite(thumbnailArea, sprite);
area.y += (AnimancerGUI.LineHeight + AnimancerGUI.StandardSpacing) * 0.5f;
area.height = AnimancerGUI.LineHeight;
sprites[index] = DrawSpriteField(area, sprite);
AnimancerGUI.NextVerticalArea(ref area);
DrawName(area, index);
}
/************************************************************************************************************************/
private Sprite DrawSpriteField(Rect area, Sprite sprite)
=> AnimancerGUI.DoObjectFieldGUI(area, "", sprite, false);
/************************************************************************************************************************/
private static GUIStyle _TextFieldStyle;
private void DrawName(Rect area, int index)
{
area.y += 1;
area.height = AnimancerGUI.LineHeight;
var manualName = _ManualNames[index];
var generatedName = _GeneratedNames[index];
if (Event.current.type == EventType.Repaint)
{
_TextFieldStyle ??= new(EditorStyles.textField);
_TextFieldStyle.fontStyle = string.IsNullOrWhiteSpace(manualName)
? FontStyle.Italic
: FontStyle.Bold;
GUI.TextField(area, generatedName, _TextFieldStyle);
}
else
{
EditorGUI.BeginChangeCheck();
_ManualNames[index] = GUI.TextField(area, manualName);
if (EditorGUI.EndChangeCheck())
DirtyNames();
}
}
/************************************************************************************************************************/
private bool HasAnyNames()
{
var sprites = Sprites;
for (int i = 0; i < sprites.Count; i++)
if (!string.IsNullOrWhiteSpace(_ManualNames[i]))
return true;
return false;
}
private bool HasAnyDifferentNames()
{
var sprites = Sprites;
for (int i = 0; i < sprites.Count; i++)
if (sprites[i].name != _GeneratedNames[i])
return true;
return false;
}
/************************************************************************************************************************/
private void DirtyNames()
=> _NamesAreDirty = true;
/************************************************************************************************************************/
///
protected override string AreYouSure =>
"Are you sure you want to rename these Sprites?"
#if UNITY_2D_SPRITE
;
#else
+ "\n\nAny references to the renamed Sprites will be lost (including animations that use them)."
+ " This can be avoided by importing Unity's 2D Sprite Package before using this tool.";
#endif
/************************************************************************************************************************/
private static Dictionary _SpriteToName;
///
protected override void BeforeApply()
{
if (_SpriteToName == null)
_SpriteToName = new();
else
_SpriteToName.Clear();
var sprites = Sprites;
for (int i = 0; i < sprites.Count; i++)
{
_SpriteToName.Add(sprites[i], _GeneratedNames[i]);
}
// Renaming selected Sprites will lose the selection without triggering OnSelectionChanged.
EditorApplication.delayCall += OnSelectionChanged;
}
/************************************************************************************************************************/
///
protected override void Modify(SpriteDataEditor data, int index, Sprite sprite)
{
data.SetName(index, _SpriteToName[sprite]);
}
/************************************************************************************************************************/
///
protected override void Modify(TextureImporter importer, List sprites)
{
if (sprites.Count == 1 && importer.spriteImportMode != SpriteImportMode.Multiple)
{
var sprite = sprites[0];
var fileName = Path.GetFileNameWithoutExtension(importer.assetPath);
if (fileName == sprite.name)
{
AssetDatabase.RenameAsset(importer.assetPath, _SpriteToName[sprite]);
sprites.Clear();
}
}
base.Modify(importer, sprites);
}
/************************************************************************************************************************/
///
protected override void AfterApply()
{
base.AfterApply();
AnimancerToolsWindow.RecordUndo();
_ManualNames.Clear();
}
/************************************************************************************************************************/
}
}
#endif