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. // 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. GpuEcsAnimationBakerBehaviour gpuEcsAnimationBakerBehaviour =
  136. newObje.GetComponent<GpuEcsAnimationBakerBehaviour>();
  137. string modeName = g.name;
  138. if (gpuEcsAnimationBakerBehaviour != null)
  139. {
  140. GameObject gpuEcsAnimator = gpuEcsAnimationBakerBehaviour.gpuEcsAnimator;
  141. if (gpuEcsAnimator != null)
  142. {
  143. SpecialDotMono[] SpecialDot = newObje.GetComponentsInChildren<SpecialDotMono>(true);
  144. for (int j = 0; j < SpecialDot.Length; j++)
  145. {
  146. SpecialDot[j].transform.SetParent(newObje.transform);
  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. gpuEcsAni.transform.localPosition = Vector3.zero;
  154. MeshRenderer meshRenderer = gpuEcsAnimatedMeshBehaviour.GetComponent<MeshRenderer>();
  155. MeshFilter meshFilter = gpuEcsAnimatedMeshBehaviour.GetComponent<MeshFilter>();
  156. HeroGPUMono heroGPUMono = newObje.AddComponent<HeroGPUMono>();
  157. heroGPUMono.Material = meshRenderer.sharedMaterial;
  158. heroGPUMono.Mesh = meshFilter.sharedMesh;
  159. heroGPUMono.rootTrans = gpuEcsAni.transform;
  160. AnimancerComponent animancerComponent = newObje.GetComponent<AnimancerComponent>();
  161. Animator animator = newObje.GetComponent<Animator>();
  162. Object.DestroyImmediate(animancerComponent);
  163. Object.DestroyImmediate(animator);
  164. Object.DestroyImmediate(gpuEcsAnimationBakerBehaviour);
  165. for (int j = 0; j < gpuEcsAni.transform.childCount; j++)
  166. {
  167. GameObject child = gpuEcsAni.transform.GetChild(j).gameObject;
  168. GameObject.DestroyImmediate(child);
  169. }
  170. modeName += "_gpu";
  171. for (int j = 0; j < newObje.transform.childCount; j++)
  172. {
  173. GameObject child = newObje.transform.GetChild(j).gameObject;
  174. Collider collider = child.GetComponent<Collider>();
  175. SpecialDotMono specialDotMono = child.GetComponent<SpecialDotMono>();
  176. GpuEcsAnimatorBehaviour sGpuEcsAnimatorBehaviour = child.GetComponent<GpuEcsAnimatorBehaviour>();
  177. if (collider == null && specialDotMono == null&&sGpuEcsAnimatorBehaviour==null&&!child.name.Equals("hp"))
  178. {
  179. GameObject.DestroyImmediate(child);
  180. j--;
  181. }
  182. }
  183. }
  184. }
  185. PrefabUtility.SaveAsPrefabAssetAndConnect(newObje, "Assets/Res/CombatHero/" + modeName + ".prefab",
  186. InteractionMode.UserAction);
  187. GameObject.DestroyImmediate(newObje);
  188. AssetDatabase.ImportAsset("Assets/Res/CombatHero/" + modeName + ".prefab");
  189. }
  190. catch (Exception e)
  191. {
  192. Debug.LogError(p);
  193. Debug.LogException(e);
  194. }
  195. }
  196. Debug.Log("生成资源");
  197. AssetDatabase.Refresh();
  198. AssetDatabase.SaveAssets();
  199. }
  200. #endif
  201. public static TimeLienData SerializationTimeLine(PlayableDirector playableDirector)
  202. {
  203. TimeLienData timeLienData = new TimeLienData();
  204. IEnumerable<PlayableBinding> allPlay = playableDirector.playableAsset.outputs;
  205. foreach (PlayableBinding pb in allPlay)
  206. {
  207. TrackAsset playableAsset = pb.sourceObject as TrackAsset;
  208. if (playableAsset != null)
  209. {
  210. IEnumerable<TimelineClip> clips = playableAsset.GetClips();
  211. GroupTrack groupTrack = playableAsset.GetGroup();
  212. foreach (var valueClip in clips)
  213. {
  214. Object asset = valueClip.asset;
  215. Debug.Log(valueClip.asset);
  216. TimeLineAssetSerialization serialization = null;
  217. if (asset is AudioPlayableAsset)
  218. {
  219. serialization =
  220. new TimeLineAudioSeralization(playableDirector, groupTrack, valueClip);
  221. timeLienData.key.Add("TimeLineAudioSeralization");
  222. }
  223. else if (asset is ActiveGameObjectPlayableAsset)
  224. {
  225. serialization =
  226. new TimeLineActiveGameObjectSerializtion(playableDirector, groupTrack, valueClip);
  227. timeLienData.key.Add("TimeLineActiveGameObjectSerializtion");
  228. }
  229. else if (asset is ControlPlayableAsset)
  230. {
  231. serialization =
  232. new TimeLinePlayFxSerializtion(playableDirector, groupTrack, valueClip);
  233. timeLienData.key.Add("TimeLinePlayFxSerializtion");
  234. }
  235. // else if (asset is SpineAnimationStateClip)
  236. // {
  237. // serialization =
  238. // new TimeLineSpineSeralization(playableDirector, groupTrack, valueClip);
  239. // timeLienData.key.Add("TimeLineSpineSeralization");
  240. // }
  241. else if (asset is TimeLineSkillStartAsset)
  242. {
  243. serialization =
  244. new TimeLineSkillStartSerializtion(playableDirector, groupTrack, valueClip);
  245. timeLienData.key.Add("TimeLineSkillStartSerializtion");
  246. }
  247. else if (asset is TimeLineTriggerAsset)
  248. {
  249. serialization =
  250. new TimeLineTriggerSerialization(playableDirector, groupTrack, valueClip);
  251. timeLienData.key.Add("TimeLineTriggerSerialization");
  252. }
  253. else if (asset is TimeLineEndSingAsset)
  254. {
  255. serialization =
  256. new TimeLineEndSingSerializtion(playableDirector, groupTrack, valueClip);
  257. timeLienData.key.Add("TimeLineEndSingSerializtion");
  258. }
  259. else if (asset is TimeLineCollisionTriggerAsset)
  260. {
  261. serialization =
  262. new TimeLineCollisionTriggerSerializtion(playableDirector, groupTrack, valueClip);
  263. timeLienData.key.Add("TimeLineCollisionTriggerSerializtion");
  264. }
  265. else if (asset is TimeLineCurveAsset)
  266. {
  267. serialization =
  268. new TimeLineCurveSerializtion(playableDirector, groupTrack, valueClip);
  269. timeLienData.key.Add("TimeLineCurveSerializtion");
  270. }
  271. else if (asset is CameraShakingAsset)
  272. {
  273. serialization =
  274. new CameraShakingSerializtion(playableDirector, groupTrack, valueClip);
  275. timeLienData.key.Add("CameraShakingSerializtion");
  276. }
  277. else if (asset is TimeLineSkillPreparationAssets)
  278. {
  279. serialization =
  280. new TimeLineSkillPreparationSerializtion(playableDirector, groupTrack, valueClip);
  281. timeLienData.key.Add("TimeLineSkillPreparationSerializtion");
  282. }
  283. else if (asset is TimeLinePlayEntityAnimtionAsset)
  284. {
  285. serialization =
  286. new TineLineAnimationPlayableSerialization(playableDirector, groupTrack, valueClip);
  287. timeLienData.key.Add("TineLineAnimationPlayableSerialization");
  288. }
  289. else if (asset is TimeLineAlertAsset)
  290. {
  291. serialization =
  292. new TimeLineAlertSeriailztion(playableDirector, groupTrack, valueClip);
  293. timeLienData.key.Add("TimeLineAlertSeriailztion");
  294. }
  295. else if (asset is TimeLineFallAsset)
  296. {
  297. serialization =
  298. new TimeLineFallSeraliztion(playableDirector, groupTrack, valueClip);
  299. timeLienData.key.Add("TimeLineFallSeraliztion");
  300. }
  301. else
  302. {
  303. if (!asset.GetType().ToString().Equals("UnityEngine.Timeline.ActivationPlayableAsset"))
  304. {
  305. Debug.LogWarning("这是一个目前不受支持的类型+" + asset.GetType().ToString() + "__" + groupTrack.name +
  306. "___" + asset.name + "___" +
  307. valueClip.start);
  308. }
  309. else
  310. {
  311. serialization =
  312. new TimeLineMaxTimeSerializtion(playableDirector, groupTrack, valueClip);
  313. timeLienData.key.Add("TimeLineMaxTimeSerializtion");
  314. }
  315. }
  316. if (serialization == null) continue;
  317. timeLienData.value.Add(serialization.ToJson());
  318. }
  319. }
  320. }
  321. return timeLienData;
  322. }
  323. }
  324. #endif