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