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