166 lines
4.3 KiB
C#
166 lines
4.3 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Security.Cryptography;
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using PhxhSDK;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using Object = UnityEngine.Object;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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/// <summary>
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/// 记录所有场景/prefab后处理的数据
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/// </summary>
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[CreateAssetMenu(menuName = "Object后处理数据")]
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public class PostProcessData : SerializedScriptableObject
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{
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[Serializable]
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private class PostProcessPathData
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{
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public string originPath;
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public string postProcessPath;
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//public Object asset;
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public string hashCode;
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}
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private const string PATH = "Assets/Scenes/ObjectPostProcessData.asset";
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private static PostProcessData _instance;
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public static PostProcessData Instance
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{
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get
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{
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if (_instance == null)
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{
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// Debug.Log("load Instance");
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#if UNITY_EDITOR
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_instance = UnityEditor.AssetDatabase.LoadAssetAtPath<PostProcessData>(PATH);
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#else
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_instance = AssetManager.Instance.LoadAsset<PostProcessData>(PATH);
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#endif
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// Debug.Log($"load finish isnull:{_instance == null}");
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}
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return _instance;
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}
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}
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[ReadOnly]
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[SerializeField]
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[Searchable]
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private Dictionary<string, PostProcessPathData> _allPostProcessPathData = new();
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#region API
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public string GetPostProcessedPath(string originPath)
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{
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if (!_allPostProcessPathData.TryGetValue(originPath, out var data))
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{
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return originPath;
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}
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return data.postProcessPath;
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}
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public bool TryGetPostProcessedPath(string originPath, out string postProcessPath)
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{
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if (!_allPostProcessPathData.TryGetValue(originPath, out var data))
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{
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postProcessPath = originPath;
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return false;
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}
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postProcessPath = data.postProcessPath;
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return true;
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}
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#if UNITY_EDITOR
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public void AddPostProcessData(Object asset, string postProcessPath)
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{
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if (!EditorUtility.IsPersistent(asset))
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{
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return;
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}
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EditorUtility.SetDirty(this);
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var originPath = AssetDatabase.GetAssetPath(asset);
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if (!_allPostProcessPathData.TryGetValue(originPath, out var data))
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{
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data = new PostProcessPathData();
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_allPostProcessPathData.Add(originPath, data);
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}
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data.originPath = originPath;
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data.postProcessPath = postProcessPath;
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//data.asset = asset;
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data.hashCode = CalculateMD5Hash(originPath);
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}
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public bool ShouldPostProcess(string assetPath)
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{
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if (!_allPostProcessPathData.TryGetValue(assetPath, out var savedData))
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return true;
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var newHashCode = CalculateMD5Hash(assetPath);
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return newHashCode != savedData.hashCode;
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}
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public bool ShouldPostProcess(Object asset)
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{
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var path = AssetDatabase.GetAssetPath(asset);
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return ShouldPostProcess(path);
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}
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#endif
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#endregion
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#if UNITY_EDITOR
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private string CalculateMD5Hash(string filePath)
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{
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if (!File.Exists(filePath))
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{
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DebugUtil.LogError($"filePath is null!");
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return null;
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}
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using (var md5 = MD5.Create())
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{
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var allText = File.ReadAllText(filePath);
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allText = allText.Replace("\r\n", "\r");
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byte[] hashBytes = md5.ComputeHash(System.Text.Encoding.UTF8.GetBytes(allText));
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return BitConverter.ToString(hashBytes).Replace("-", "").ToLowerInvariant();
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}
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}
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#endif
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#if UNITY_EDITOR
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[Button("重新计算Hash值(点击后可以防止后处理所有场景)")]
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public void ReCalculateHashCode()
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{
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EditorUtility.SetDirty(this);
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foreach (var kv in _allPostProcessPathData)
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{
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kv.Value.hashCode = CalculateMD5Hash(kv.Value.originPath);
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}
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AssetDatabase.SaveAssets();
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}
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[Button("重置Hash值(点击后可以后处理所有场景)")]
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public void ReSetHashCode()
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{
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EditorUtility.SetDirty(this);
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foreach (var kv in _allPostProcessPathData)
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{
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kv.Value.hashCode = "";
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}
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AssetDatabase.SaveAssets();
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}
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#endif
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}
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