SerializationTimeLineTool.cs 12 KB

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  1. #if !COMBAT_SERVER
  2. using System;
  3. using System.Collections.Generic;
  4. using System.IO;
  5. #if UNITY_EDITOR
  6. using UnityEditor;
  7. #endif
  8. using UnityEngine;
  9. using UnityEngine.Playables;
  10. using UnityEngine.Timeline;
  11. using Object = UnityEngine.Object;
  12. public class SerializationTimeLineTool
  13. {
  14. #if UNITY_EDITOR
  15. [MenuItem("CombatData/导出英雄timeLine数据")]
  16. private static void SeveHeroTimeLine()
  17. {
  18. string _path = "Assets/Res/TimeLineAssets/";
  19. string path = Application.dataPath + "/Art/ArtHero";
  20. string[] filePaths = System.IO.Directory.GetFiles(path, "*", SearchOption.AllDirectories);
  21. for (int i = 0;
  22. i < filePaths.Length;
  23. i++)
  24. {
  25. string p = filePaths[i];
  26. if (p.Contains(".meta"))
  27. {
  28. continue;
  29. }
  30. GameObject g2 = null;
  31. try
  32. {
  33. p = p.Replace(Application.dataPath, "Assets");
  34. GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(p);
  35. if (g == null)
  36. {
  37. continue;
  38. }
  39. g2 = GameObject.Instantiate(g);
  40. PlayableDirector playableDirector = g2.GetComponentInChildren<PlayableDirector>(true);
  41. if (playableDirector == null || playableDirector.playableAsset == null)
  42. {
  43. GameObject.DestroyImmediate(g2);
  44. continue;
  45. }
  46. // g.SetActive(true);
  47. playableDirector.RebuildGraph();
  48. playableDirector.Play();
  49. if (!playableDirector.playableGraph.IsValid())
  50. {
  51. playableDirector.RebuildGraph();
  52. }
  53. if (!playableDirector.playableGraph.IsValid())
  54. {
  55. Debug.LogError("没有playableGraph" + p);
  56. }
  57. // Debug.Log(playableDirector.playableGraph);
  58. TimeLienData timeLienData = SerializationTimeLineTool.SerializationTimeLine(playableDirector);
  59. timeLienData.heroName = g.name;
  60. string ctx = JsonManager.ToJson(timeLienData);
  61. File.WriteAllText(_path + g.name + "_TD.txt", ctx);
  62. playableDirector.playableGraph.Destroy();
  63. GameObject.DestroyImmediate(g2);
  64. }
  65. catch (Exception e)
  66. {
  67. if (g2 != null)
  68. {
  69. GameObject.DestroyImmediate(g2);
  70. }
  71. Debug.LogError(p);
  72. Debug.LogException(e);
  73. }
  74. }
  75. Debug.Log("生成资源");
  76. AssetDatabase.Refresh();
  77. AssetDatabase.SaveAssets();
  78. }
  79. [MenuItem("CombatData/ 导美术英雄到战斗英雄里面")]
  80. private static void ArtHeroToCombatHero()
  81. {
  82. string path = Application.dataPath + "/Art/ArtHero";
  83. string[] filePaths = System.IO.Directory.GetFiles(path, "*", SearchOption.AllDirectories);
  84. for (int i = 0;
  85. i < filePaths.Length;
  86. i++)
  87. {
  88. string p = filePaths[i];
  89. if (p.Contains(".meta"))
  90. {
  91. continue;
  92. }
  93. try
  94. {
  95. p = p.Replace(Application.dataPath, "Assets");
  96. GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(p);
  97. if (g == null)
  98. {
  99. continue;
  100. }
  101. // GameObject newObje= ()PrefabUtility.InstantiatePrefab(g);
  102. GameObject newObje = GameObject.Instantiate(g);
  103. newObje.name = g.name;
  104. BoxCollider2D[] collider = newObje.GetComponentsInChildren<BoxCollider2D>(true);
  105. for (int j = 0; j < collider.Length; j++)
  106. {
  107. GameObject.DestroyImmediate(collider[j]);
  108. }
  109. // SpecialDot[] SpecialDot = newObje.GetComponentsInChildren<SpecialDot>(true);
  110. // for (int j = 0; j < SpecialDot.Length; j++)
  111. // {
  112. // GameObject.DestroyImmediate(SpecialDot[j]);
  113. // }
  114. // CombatHeroEntityHitPointMono[] CombatHeroEntityHitPointMono =
  115. // newObje.GetComponentsInChildren<CombatHeroEntityHitPointMono>(true);
  116. // for (int j = 0; j < CombatHeroEntityHitPointMono.Length; j++)
  117. // {
  118. // GameObject.DestroyImmediate(CombatHeroEntityHitPointMono[j]);
  119. // }
  120. PlayableDirector playableDirector = newObje.GetComponent<PlayableDirector>();
  121. if (playableDirector != null)
  122. {
  123. GameObject.DestroyImmediate(playableDirector);
  124. }
  125. Transform t = newObje.transform.Find("timeline");
  126. if (t != null)
  127. {
  128. GameObject.DestroyImmediate(t.gameObject);
  129. }
  130. t = newObje.transform.Find("effect");
  131. if (t != null)
  132. {
  133. GameObject.DestroyImmediate(t.gameObject);
  134. }
  135. PrefabUtility.SaveAsPrefabAssetAndConnect(newObje, "Assets/Res/CombatHero/" + g.name + ".prefab",
  136. InteractionMode.UserAction);
  137. GameObject.DestroyImmediate(newObje);
  138. AssetDatabase.ImportAsset("Assets/Res/CombatHero/" + g.name + ".prefab");
  139. }
  140. catch (Exception e)
  141. {
  142. Debug.LogError(p);
  143. Debug.LogException(e);
  144. }
  145. }
  146. Debug.Log("生成资源");
  147. AssetDatabase.Refresh();
  148. AssetDatabase.SaveAssets();
  149. }
  150. #endif
  151. public static TimeLienData SerializationTimeLine(PlayableDirector playableDirector)
  152. {
  153. TimeLienData timeLienData = new TimeLienData();
  154. IEnumerable<PlayableBinding> allPlay = playableDirector.playableAsset.outputs;
  155. foreach (PlayableBinding pb in allPlay)
  156. {
  157. TrackAsset playableAsset = pb.sourceObject as TrackAsset;
  158. if (playableAsset != null)
  159. {
  160. IEnumerable<TimelineClip> clips = playableAsset.GetClips();
  161. GroupTrack groupTrack = playableAsset.GetGroup();
  162. foreach (var valueClip in clips)
  163. {
  164. Object asset = valueClip.asset;
  165. Debug.Log(valueClip.asset);
  166. TimeLineAssetSerialization serialization = null;
  167. if (asset is AudioPlayableAsset)
  168. {
  169. serialization =
  170. new TimeLineAudioSeralization(playableDirector, groupTrack, valueClip);
  171. timeLienData.key.Add("TimeLineAudioSeralization");
  172. }
  173. else if (asset is ActiveGameObjectPlayableAsset)
  174. {
  175. serialization =
  176. new TimeLineActiveGameObjectSerializtion(playableDirector, groupTrack, valueClip);
  177. timeLienData.key.Add("TimeLineActiveGameObjectSerializtion");
  178. }
  179. else if (asset is ControlPlayableAsset)
  180. {
  181. serialization =
  182. new TimeLinePlayFxSerializtion(playableDirector, groupTrack, valueClip);
  183. timeLienData.key.Add("TimeLinePlayFxSerializtion");
  184. }
  185. // else if (asset is SpineAnimationStateClip)
  186. // {
  187. // serialization =
  188. // new TimeLineSpineSeralization(playableDirector, groupTrack, valueClip);
  189. // timeLienData.key.Add("TimeLineSpineSeralization");
  190. // }
  191. else if (asset is TimeLineSkillStartAsset)
  192. {
  193. serialization =
  194. new TimeLineSkillStartSerializtion(playableDirector, groupTrack, valueClip);
  195. timeLienData.key.Add("TimeLineSkillStartSerializtion");
  196. }
  197. else if (asset is TimeLineTriggerAsset)
  198. {
  199. serialization =
  200. new TimeLineTriggerSerialization(playableDirector, groupTrack, valueClip);
  201. timeLienData.key.Add("TimeLineTriggerSerialization");
  202. }
  203. else if (asset is TimeLineEndSingAsset)
  204. {
  205. serialization =
  206. new TimeLineEndSingSerializtion(playableDirector, groupTrack, valueClip);
  207. timeLienData.key.Add("TimeLineEndSingSerializtion");
  208. }
  209. else if (asset is TimeLineCollisionTriggerAsset)
  210. {
  211. serialization =
  212. new TimeLineCollisionTriggerSerializtion(playableDirector, groupTrack, valueClip);
  213. timeLienData.key.Add("TimeLineCollisionTriggerSerializtion");
  214. }
  215. else if (asset is TimeLineCurveAsset)
  216. {
  217. serialization =
  218. new TimeLineCurveSerializtion(playableDirector, groupTrack, valueClip);
  219. timeLienData.key.Add("TimeLineCurveSerializtion");
  220. }
  221. else if (asset is CameraShakingAsset)
  222. {
  223. serialization =
  224. new CameraShakingSerializtion(playableDirector, groupTrack, valueClip);
  225. timeLienData.key.Add("CameraShakingSerializtion");
  226. }
  227. else if (asset is TimeLineSkillPreparationAssets)
  228. {
  229. serialization =
  230. new TimeLineSkillPreparationSerializtion(playableDirector, groupTrack, valueClip);
  231. timeLienData.key.Add("TimeLineSkillPreparationSerializtion");
  232. }
  233. else if (asset is TimeLinePlayEntityAnimtionAsset)
  234. {
  235. serialization =
  236. new TineLineAnimationPlayableSerialization(playableDirector, groupTrack, valueClip);
  237. timeLienData.key.Add("TineLineAnimationPlayableSerialization");
  238. }
  239. else if (asset is TimeLineAlertAsset)
  240. {
  241. serialization =
  242. new TimeLineAlertSeriailztion(playableDirector, groupTrack, valueClip);
  243. timeLienData.key.Add("TimeLineAlertSeriailztion");
  244. }
  245. else if (asset is TimeLineFallAsset)
  246. {
  247. serialization =
  248. new TimeLineFallSeraliztion(playableDirector, groupTrack, valueClip);
  249. timeLienData.key.Add("TimeLineFallSeraliztion");
  250. }
  251. else
  252. {
  253. if (!asset.GetType().ToString().Equals("UnityEngine.Timeline.ActivationPlayableAsset"))
  254. {
  255. Debug.LogWarning("这是一个目前不受支持的类型+" + asset.GetType().ToString() + "__" + groupTrack.name +
  256. "___" + asset.name + "___" +
  257. valueClip.start);
  258. }
  259. else
  260. {
  261. serialization =
  262. new TimeLineMaxTimeSerializtion(playableDirector, groupTrack, valueClip);
  263. timeLienData.key.Add("TimeLineMaxTimeSerializtion");
  264. }
  265. }
  266. if (serialization == null) continue;
  267. timeLienData.value.Add(serialization.ToJson());
  268. }
  269. }
  270. }
  271. return timeLienData;
  272. }
  273. }
  274. #endif