SerializationTimeLineTool.cs 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285
  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. Transform t = newObje.transform.Find("timeline");
  113. if (t != null)
  114. {
  115. GameObject.DestroyImmediate(t.gameObject);
  116. }
  117. t = newObje.transform.Find("effect");
  118. if (t != null)
  119. {
  120. GameObject.DestroyImmediate(t.gameObject);
  121. }
  122. PrefabUtility.SaveAsPrefabAssetAndConnect(newObje, "Assets/Res/CombatHero/" + g.name + ".prefab",
  123. InteractionMode.UserAction);
  124. GameObject.DestroyImmediate(newObje);
  125. AssetDatabase.ImportAsset("Assets/Res/CombatHero/" + g.name + ".prefab");
  126. }
  127. catch (Exception e)
  128. {
  129. Debug.LogError(p);
  130. Debug.LogException(e);
  131. }
  132. }
  133. Debug.Log("生成资源");
  134. AssetDatabase.Refresh();
  135. AssetDatabase.SaveAssets();
  136. }
  137. #endif
  138. public static TimeLienData SerializationTimeLine(PlayableDirector playableDirector)
  139. {
  140. TimeLienData timeLienData = new TimeLienData();
  141. IEnumerable<PlayableBinding> allPlay = playableDirector.playableAsset.outputs;
  142. foreach (PlayableBinding pb in allPlay)
  143. {
  144. TrackAsset playableAsset = pb.sourceObject as TrackAsset;
  145. if (playableAsset != null)
  146. {
  147. IEnumerable<TimelineClip> clips = playableAsset.GetClips();
  148. GroupTrack groupTrack = playableAsset.GetGroup();
  149. foreach (var valueClip in clips)
  150. {
  151. Object asset = valueClip.asset;
  152. Debug.Log(valueClip.asset);
  153. TimeLineAssetSerialization serialization = null;
  154. if (asset is AudioPlayableAsset)
  155. {
  156. serialization =
  157. new TimeLineAudioSeralization(playableDirector, groupTrack, valueClip);
  158. timeLienData.key.Add("TimeLineAudioSeralization");
  159. }
  160. else if (asset is ActiveGameObjectPlayableAsset)
  161. {
  162. serialization =
  163. new TimeLineActiveGameObjectSerializtion(playableDirector, groupTrack, valueClip);
  164. timeLienData.key.Add("TimeLineActiveGameObjectSerializtion");
  165. }
  166. else if (asset is ControlPlayableAsset)
  167. {
  168. serialization =
  169. new TimeLinePlayFxSerializtion(playableDirector, groupTrack, valueClip);
  170. timeLienData.key.Add("TimeLinePlayFxSerializtion");
  171. }
  172. // else if (asset is SpineAnimationStateClip)
  173. // {
  174. // serialization =
  175. // new TimeLineSpineSeralization(playableDirector, groupTrack, valueClip);
  176. // timeLienData.key.Add("TimeLineSpineSeralization");
  177. // }
  178. else if (asset is TimeLineSkillStartAsset)
  179. {
  180. serialization =
  181. new TimeLineSkillStartSerializtion(playableDirector, groupTrack, valueClip);
  182. timeLienData.key.Add("TimeLineSkillStartSerializtion");
  183. }
  184. else if (asset is TimeLineTriggerAsset)
  185. {
  186. serialization =
  187. new TimeLineTriggerSerialization(playableDirector, groupTrack, valueClip);
  188. timeLienData.key.Add("TimeLineTriggerSerialization");
  189. }
  190. else if (asset is TimeLineEndSingAsset)
  191. {
  192. serialization =
  193. new TimeLineEndSingSerializtion(playableDirector, groupTrack, valueClip);
  194. timeLienData.key.Add("TimeLineEndSingSerializtion");
  195. }
  196. else if (asset is TimeLineCollisionTriggerAsset)
  197. {
  198. serialization =
  199. new TimeLineCollisionTriggerSerializtion(playableDirector, groupTrack, valueClip);
  200. timeLienData.key.Add("TimeLineCollisionTriggerSerializtion");
  201. }
  202. else if (asset is TimeLineCurveAsset)
  203. {
  204. serialization =
  205. new TimeLineCurveSerializtion(playableDirector, groupTrack, valueClip);
  206. timeLienData.key.Add("TimeLineCurveSerializtion");
  207. }
  208. else if (asset is CameraShakingAsset)
  209. {
  210. serialization =
  211. new CameraShakingSerializtion(playableDirector, groupTrack, valueClip);
  212. timeLienData.key.Add("CameraShakingSerializtion");
  213. }
  214. else if (asset is TimeLineSkillPreparationAssets)
  215. {
  216. serialization =
  217. new TimeLineSkillPreparationSerializtion(playableDirector, groupTrack, valueClip);
  218. timeLienData.key.Add("TimeLineSkillPreparationSerializtion");
  219. }
  220. // else if (asset is FMODEventPlayable)
  221. // {
  222. // serialization =
  223. // new FMODEventPlayableSerializtion(playableDirector, groupTrack, valueClip);
  224. // timeLienData.key.Add("FMODEventPlayableSerializtion");
  225. // }
  226. else if (asset is TimeLineFallAsset)
  227. {
  228. serialization =
  229. new TimeLineFallSeraliztion(playableDirector, groupTrack, valueClip);
  230. timeLienData.key.Add("TimeLineFallSeraliztion");
  231. }
  232. else
  233. {
  234. if (!asset.GetType().ToString().Equals("UnityEngine.Timeline.ActivationPlayableAsset"))
  235. {
  236. Debug.LogWarning("这是一个目前不受支持的类型+" + asset.GetType().ToString() + "__" + groupTrack.name + "___" + asset.name + "___" +
  237. valueClip.start);
  238. }
  239. else
  240. {
  241. serialization =
  242. new TimeLineMaxTimeSerializtion(playableDirector, groupTrack, valueClip);
  243. timeLienData.key.Add("TimeLineMaxTimeSerializtion");
  244. }
  245. }
  246. if (serialization == null) continue;
  247. timeLienData.value.Add(serialization.ToJson());
  248. }
  249. }
  250. }
  251. return timeLienData;
  252. }
  253. }
  254. #endif