SerializationTimeLineTool.cs 16 KB

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  1. #if !COMBAT_SERVER
  2. using System;
  3. using System.Collections.Generic;
  4. using System.IO;
  5. using Animancer;
  6. using GameLogic.Combat.Hero.HeroGPU;
  7. using GameTimeLine.CustomizeTimeLogic;
  8. #if UNITY_EDITOR
  9. using GPUECSAnimationBaker.Engine.AnimatorSystem;
  10. using GPUECSAnimationBaker.Engine.Baker;
  11. using UnityEditor;
  12. #endif
  13. using UnityEngine;
  14. using UnityEngine.Playables;
  15. using UnityEngine.Timeline;
  16. using Object = UnityEngine.Object;
  17. public class SerializationTimeLineTool
  18. {
  19. #if UNITY_EDITOR
  20. [MenuItem("CombatData/导出英雄timeLine数据")]
  21. private static void SeveHeroTimeLine()
  22. {
  23. string _path = "Assets/Res/TimeLineAssets/";
  24. string path = Application.dataPath + "/Art/ArtHero";
  25. string[] filePaths = System.IO.Directory.GetFiles(path, "*", SearchOption.AllDirectories);
  26. for (int i = 0;
  27. i < filePaths.Length;
  28. i++)
  29. {
  30. string p = filePaths[i];
  31. if (p.Contains(".meta"))
  32. {
  33. continue;
  34. }
  35. GameObject g2 = null;
  36. try
  37. {
  38. p = p.Replace(Application.dataPath, "Assets");
  39. GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(p);
  40. if (g == null)
  41. {
  42. continue;
  43. }
  44. g2 = GameObject.Instantiate(g);
  45. PlayableDirector[] playableDirector = g2.transform.GetComponentsInChildren<PlayableDirector>(true);
  46. for (int j = 0; j < playableDirector.Length; j++)
  47. {
  48. SaveTimeLine(playableDirector[j], _path);
  49. }
  50. GameObject.DestroyImmediate(g2);
  51. }
  52. catch (Exception e)
  53. {
  54. if (g2 != null)
  55. {
  56. GameObject.DestroyImmediate(g2);
  57. }
  58. Debug.LogError(p);
  59. Debug.LogException(e);
  60. }
  61. }
  62. Debug.Log("生成资源");
  63. AssetDatabase.Refresh();
  64. AssetDatabase.SaveAssets();
  65. }
  66. private static void SaveTimeLine(PlayableDirector playableDirector, string _path)
  67. {
  68. if (playableDirector == null || playableDirector.playableAsset == null)
  69. {
  70. return;
  71. }
  72. // g.SetActive(true);
  73. playableDirector.RebuildGraph();
  74. playableDirector.Play();
  75. if (!playableDirector.playableGraph.IsValid())
  76. {
  77. playableDirector.RebuildGraph();
  78. }
  79. if (!playableDirector.playableGraph.IsValid())
  80. {
  81. Debug.LogError("没有playableGraph" + playableDirector);
  82. }
  83. // Debug.Log(playableDirector.playableGraph);
  84. TimeLienData timeLienData = SerializationTimeLineTool.SerializationTimeLine(playableDirector);
  85. timeLienData.heroName = playableDirector.gameObject.name;
  86. string ctx = JsonManager.ToJson(timeLienData);
  87. File.WriteAllText(_path + playableDirector.gameObject.name + "_TD.txt", ctx);
  88. playableDirector.playableGraph.Destroy();
  89. }
  90. [MenuItem("CombatData/ 导美术英雄到战斗英雄里面")]
  91. private static void ArtHeroToCombatHero()
  92. {
  93. string path = Application.dataPath + "/Art/ArtHero";
  94. string[] filePaths = System.IO.Directory.GetFiles(path, "*", SearchOption.AllDirectories);
  95. for (int i = 0;
  96. i < filePaths.Length;
  97. i++)
  98. {
  99. string p = filePaths[i];
  100. if (p.Contains(".meta"))
  101. {
  102. continue;
  103. }
  104. try
  105. {
  106. p = p.Replace(Application.dataPath, "Assets");
  107. GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(p);
  108. if (g == null)
  109. {
  110. continue;
  111. }
  112. // GameObject newObje= ()PrefabUtility.InstantiatePrefab(g);
  113. GameObject newObje = GameObject.Instantiate(g);
  114. newObje.name = g.name;
  115. // BoxCollider2D[] collider = newObje.GetComponentsInChildren<BoxCollider2D>(true);
  116. // for (int j = 0; j < collider.Length; j++)
  117. // {
  118. // GameObject.DestroyImmediate(collider[j]);
  119. // }
  120. // CombatHeroEntityHitPointMono[] CombatHeroEntityHitPointMono =
  121. // newObje.GetComponentsInChildren<CombatHeroEntityHitPointMono>(true);
  122. // for (int j = 0; j < CombatHeroEntityHitPointMono.Length; j++)
  123. // {
  124. // GameObject.DestroyImmediate(CombatHeroEntityHitPointMono[j]);
  125. // }
  126. PlayableDirector[] playableDirector = newObje.transform.GetComponentsInChildren<PlayableDirector>();
  127. if (playableDirector != null)
  128. {
  129. for (int j = 0; j < playableDirector.Length; j++)
  130. {
  131. if (playableDirector[j].gameObject.name.Contains("_timeline"))
  132. {
  133. GameObject.DestroyImmediate(playableDirector[j].gameObject);
  134. }
  135. else
  136. {
  137. GameObject.DestroyImmediate(playableDirector[j]);
  138. }
  139. }
  140. }
  141. Transform t = newObje.transform.Find("timeline");
  142. if (t != null)
  143. {
  144. GameObject.DestroyImmediate(t.gameObject);
  145. }
  146. t = newObje.transform.Find("effect");
  147. if (t != null)
  148. {
  149. GameObject.DestroyImmediate(t.gameObject);
  150. }
  151. GpuEcsAnimationBakerBehaviour gpuEcsAnimationBakerBehaviour =
  152. newObje.GetComponent<GpuEcsAnimationBakerBehaviour>();
  153. string modeName = g.name;
  154. if (gpuEcsAnimationBakerBehaviour != null)
  155. {
  156. GameObject gpuEcsAnimator = gpuEcsAnimationBakerBehaviour.gpuEcsAnimator;
  157. if (gpuEcsAnimator != null)
  158. {
  159. SpecialDotMono[] SpecialDot = newObje.GetComponentsInChildren<SpecialDotMono>(true);
  160. for (int j = 0; j < SpecialDot.Length; j++)
  161. {
  162. SpecialDot[j].transform.SetParent(newObje.transform);
  163. }
  164. GameObject gpuEcsAni = GameObject.Instantiate(gpuEcsAnimator);
  165. GpuEcsAnimatedMeshBehaviour gpuEcsAnimatedMeshBehaviour =
  166. gpuEcsAni.transform.GetComponentInChildren<GpuEcsAnimatedMeshBehaviour>();
  167. gpuEcsAni.transform.SetParent(newObje.transform);
  168. gpuEcsAni.transform.localEulerAngles = gpuEcsAnimatedMeshBehaviour.transform.eulerAngles;
  169. gpuEcsAni.transform.localPosition = Vector3.zero;
  170. gpuEcsAni.transform.localScale = gpuEcsAnimatedMeshBehaviour.transform.lossyScale;
  171. MeshRenderer meshRenderer = gpuEcsAnimatedMeshBehaviour.GetComponent<MeshRenderer>();
  172. MeshFilter meshFilter = gpuEcsAnimatedMeshBehaviour.GetComponent<MeshFilter>();
  173. HeroGPUMono heroGPUMono = newObje.AddComponent<HeroGPUMono>();
  174. heroGPUMono.Material = meshRenderer.sharedMaterial;
  175. heroGPUMono.Mesh = meshFilter.sharedMesh;
  176. heroGPUMono.rootTrans = gpuEcsAni.transform;
  177. AnimancerComponent animancerComponent = newObje.GetComponent<AnimancerComponent>();
  178. Animator animator = newObje.GetComponent<Animator>();
  179. Object.DestroyImmediate(animancerComponent);
  180. Object.DestroyImmediate(animator);
  181. Object.DestroyImmediate(gpuEcsAnimationBakerBehaviour);
  182. for (int j = 0; j < gpuEcsAni.transform.childCount; j++)
  183. {
  184. GameObject child = gpuEcsAni.transform.GetChild(j).gameObject;
  185. GameObject.DestroyImmediate(child);
  186. }
  187. modeName += "_gpu";
  188. for (int j = 0; j < newObje.transform.childCount; j++)
  189. {
  190. GameObject child = newObje.transform.GetChild(j).gameObject;
  191. Collider collider = child.GetComponent<Collider>();
  192. SpecialDotMono specialDotMono = child.GetComponent<SpecialDotMono>();
  193. GpuEcsAnimatorBehaviour sGpuEcsAnimatorBehaviour =
  194. child.GetComponent<GpuEcsAnimatorBehaviour>();
  195. if (collider == null && specialDotMono == null && sGpuEcsAnimatorBehaviour == null &&
  196. !child.name.Equals("hp"))
  197. {
  198. GameObject.DestroyImmediate(child);
  199. j--;
  200. }
  201. }
  202. }
  203. }
  204. PrefabUtility.SaveAsPrefabAssetAndConnect(newObje, "Assets/Res/CombatHero/" + modeName + ".prefab",
  205. InteractionMode.UserAction);
  206. GameObject.DestroyImmediate(newObje);
  207. AssetDatabase.ImportAsset("Assets/Res/CombatHero/" + modeName + ".prefab");
  208. }
  209. catch (Exception e)
  210. {
  211. Debug.LogError(p);
  212. Debug.LogException(e);
  213. }
  214. }
  215. Debug.Log("生成资源");
  216. AssetDatabase.Refresh();
  217. AssetDatabase.SaveAssets();
  218. }
  219. #endif
  220. public static TimeLienData SerializationTimeLine(PlayableDirector playableDirector)
  221. {
  222. TimeLienData timeLienData = new TimeLienData();
  223. timeLienData.timeLineName= playableDirector.gameObject.name;
  224. IEnumerable<PlayableBinding> allPlay = playableDirector.playableAsset.outputs;
  225. foreach (PlayableBinding pb in allPlay)
  226. {
  227. TrackAsset playableAsset = pb.sourceObject as TrackAsset;
  228. if (playableAsset != null)
  229. {
  230. IEnumerable<TimelineClip> clips = playableAsset.GetClips();
  231. GroupTrack groupTrack = playableAsset.GetGroup();
  232. foreach (var valueClip in clips)
  233. {
  234. Object asset = valueClip.asset;
  235. Debug.Log(valueClip.asset);
  236. TimeLineAssetSerialization serialization = null;
  237. if (asset is AudioPlayableAsset)
  238. {
  239. serialization =
  240. new TimeLineAudioSeralization(playableDirector, groupTrack, valueClip);
  241. timeLienData.key.Add("TimeLineAudioSeralization");
  242. }
  243. else if (asset is ActiveGameObjectPlayableAsset)
  244. {
  245. serialization =
  246. new TimeLineActiveGameObjectSerializtion(playableDirector, groupTrack, valueClip);
  247. timeLienData.key.Add("TimeLineActiveGameObjectSerializtion");
  248. }
  249. else if (asset is ControlPlayableAsset)
  250. {
  251. serialization =
  252. new TimeLinePlayFxSerializtion(playableDirector, groupTrack, valueClip);
  253. timeLienData.key.Add("TimeLinePlayFxSerializtion");
  254. }
  255. // else if (asset is SpineAnimationStateClip)
  256. // {
  257. // serialization =
  258. // new TimeLineSpineSeralization(playableDirector, groupTrack, valueClip);
  259. // timeLienData.key.Add("TimeLineSpineSeralization");
  260. // }
  261. else if (asset is TimeLineSkillStartAsset)
  262. {
  263. serialization =
  264. new TimeLineSkillStartSerializtion(playableDirector, groupTrack, valueClip);
  265. timeLienData.key.Add("TimeLineSkillStartSerializtion");
  266. }
  267. else if (asset is TimeLineTriggerAsset)
  268. {
  269. serialization =
  270. new TimeLineTriggerSerialization(playableDirector, groupTrack, valueClip);
  271. timeLienData.key.Add("TimeLineTriggerSerialization");
  272. }
  273. else if (asset is TimeLineEndSingAsset)
  274. {
  275. serialization =
  276. new TimeLineEndSingSerializtion(playableDirector, groupTrack, valueClip);
  277. timeLienData.key.Add("TimeLineEndSingSerializtion");
  278. }
  279. else if (asset is TimeLineCollisionTriggerAsset)
  280. {
  281. serialization =
  282. new TimeLineCollisionTriggerSerializtion(playableDirector, groupTrack, valueClip);
  283. timeLienData.key.Add("TimeLineCollisionTriggerSerializtion");
  284. }
  285. else if (asset is TimeLineCurveAsset)
  286. {
  287. serialization =
  288. new TimeLineCurveSerializtion(playableDirector, groupTrack, valueClip);
  289. timeLienData.key.Add("TimeLineCurveSerializtion");
  290. }
  291. else if (asset is CameraShakingAsset)
  292. {
  293. serialization =
  294. new CameraShakingSerializtion(playableDirector, groupTrack, valueClip);
  295. timeLienData.key.Add("CameraShakingSerializtion");
  296. }
  297. else if (asset is TimeLineSkillPreparationAssets)
  298. {
  299. serialization =
  300. new TimeLineSkillPreparationSerializtion(playableDirector, groupTrack, valueClip);
  301. timeLienData.key.Add("TimeLineSkillPreparationSerializtion");
  302. }
  303. else if (asset is TimeLinePlayEntityAnimtionAsset)
  304. {
  305. serialization =
  306. new TineLineAnimationPlayableSerialization(playableDirector, groupTrack, valueClip);
  307. timeLienData.key.Add("TineLineAnimationPlayableSerialization");
  308. }
  309. else if (asset is TimeLineAlertAsset)
  310. {
  311. serialization =
  312. new TimeLineAlertSeriailztion(playableDirector, groupTrack, valueClip);
  313. timeLienData.key.Add("TimeLineAlertSeriailztion");
  314. }
  315. else if (asset is TimeLineFallAsset)
  316. {
  317. serialization =
  318. new TimeLineFallSeraliztion(playableDirector, groupTrack, valueClip);
  319. timeLienData.key.Add("TimeLineFallSeraliztion");
  320. }
  321. else if (asset is TimeLineMagicWeaponShowPointAsset)
  322. {
  323. serialization =
  324. new TimeLineMagicWeaponShowPointSerializtion(playableDirector, groupTrack, valueClip);
  325. timeLienData.key.Add("TimeLineMagicWeaponShowPointSerializtion");
  326. }
  327. else
  328. {
  329. if (!asset.GetType().ToString().Equals("UnityEngine.Timeline.ActivationPlayableAsset"))
  330. {
  331. Debug.LogWarning("这是一个目前不受支持的类型+" + asset.GetType().ToString() + "__" + groupTrack.name +
  332. "___" + asset.name + "___" +
  333. valueClip.start);
  334. }
  335. else
  336. {
  337. serialization =
  338. new TimeLineMaxTimeSerializtion(playableDirector, groupTrack, valueClip);
  339. timeLienData.key.Add("TimeLineMaxTimeSerializtion");
  340. }
  341. }
  342. if (serialization == null) continue;
  343. timeLienData.value.Add(serialization.ToJson());
  344. }
  345. }
  346. }
  347. return timeLienData;
  348. }
  349. }
  350. #endif