IndieGame/client/Assets/Plugins/Animancer/Utilities/SpriteRendererTextureSwap.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

195 lines
7.8 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using System.Collections.Generic;
using UnityEngine;
namespace Animancer
{
/// <summary>
/// Replaces the <see cref="SpriteRenderer.sprite"/> with a copy of it that uses a different <see cref="Texture"/>
/// during every <see cref="LateUpdate"/>.
/// </summary>
///
/// <remarks>
/// This script is not specific to Animancer and will work with any animation system if you remove the
/// [<see cref="AddComponentMenu"/>] and [<see cref="HelpURL"/>] attributes.
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer/SpriteRendererTextureSwap
///
[AddComponentMenu(Strings.MenuPrefix + "Sprite Renderer Texture Swap")]
[HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(SpriteRendererTextureSwap))]
[DefaultExecutionOrder(DefaultExecutionOrder)]
public class SpriteRendererTextureSwap : MonoBehaviour
{
/************************************************************************************************************************/
/// <summary>Execute very late (32000 is last).</summary>
public const int DefaultExecutionOrder = 30000;
/************************************************************************************************************************/
[SerializeField]
[Tooltip("The SpriteRenderer that will have its Sprite modified")]
private SpriteRenderer _Renderer;
/// <summary>The <see cref="SpriteRenderer"/> that will have its <see cref="Sprite"/> modified.</summary>
public ref SpriteRenderer Renderer => ref _Renderer;
/************************************************************************************************************************/
[SerializeField]
[Tooltip("The replacement for the original Sprite texture")]
private Texture2D _Texture;
/// <summary>The replacement for the original <see cref="Sprite.texture"/>.</summary>
/// <remarks>
/// If this texture has any <see cref="Sprite"/>s set up in its import settings, they will be completely
/// ignored because this system creates new <see cref="Sprite"/>s at runtime. The texture doesn't even need to
/// be set to <see cref="Sprite"/> mode.
/// <para></para>
/// Call <see cref="ClearCache"/> before setting this if you want to destroy any sprites created for the
/// previous texture.
/// </remarks>
public Texture2D Texture
{
get => _Texture;
set
{
_Texture = value;
RefreshSpriteMap();
}
}
/************************************************************************************************************************/
private Dictionary<Sprite, Sprite> _SpriteMap;
private void RefreshSpriteMap() => _SpriteMap = GetSpriteMap(_Texture);
/************************************************************************************************************************/
protected virtual void Awake() => RefreshSpriteMap();
protected virtual void OnValidate() => RefreshSpriteMap();
/************************************************************************************************************************/
protected virtual void LateUpdate()
{
if (_Renderer == null)
return;
var sprite = _Renderer.sprite;
if (TrySwapTexture(_SpriteMap, _Texture, ref sprite))
_Renderer.sprite = sprite;
}
/************************************************************************************************************************/
/// <summary>Destroys all sprites created for the current <see cref="Texture"/>.</summary>
public void ClearCache()
{
DestroySprites(_SpriteMap);
}
/************************************************************************************************************************/
private static readonly Dictionary<Texture2D, Dictionary<Sprite, Sprite>>
TextureToSpriteMap = new Dictionary<Texture2D, Dictionary<Sprite, Sprite>>();
/************************************************************************************************************************/
/// <summary>Returns a cached dictionary mapping original sprites to duplicates using the specified `texture`.</summary>
public static Dictionary<Sprite, Sprite> GetSpriteMap(Texture2D texture)
{
if (texture == null)
return null;
if (!TextureToSpriteMap.TryGetValue(texture, out var map))
TextureToSpriteMap.Add(texture, map = new Dictionary<Sprite, Sprite>());
return map;
}
/************************************************************************************************************************/
/// <summary>
/// If the <see cref="Sprite.texture"/> is not already using the specified `texture`, this method replaces the
/// `sprite` with a cached duplicate which uses that `texture` instead.
/// </summary>
public static bool TrySwapTexture(Dictionary<Sprite, Sprite> spriteMap, Texture2D texture, ref Sprite sprite)
{
if (spriteMap == null ||
sprite == null ||
texture == null ||
sprite.texture == texture)
return false;
if (!spriteMap.TryGetValue(sprite, out var otherSprite))
{
var pivot = sprite.pivot;
pivot.x /= sprite.rect.width;
pivot.y /= sprite.rect.height;
otherSprite = Sprite.Create(texture,
sprite.rect, pivot, sprite.pixelsPerUnit,
0, SpriteMeshType.FullRect, sprite.border, false);
#if UNITY_ASSERTIONS
var name = sprite.name;
var originalTextureName = sprite.texture.name;
var index = name.IndexOf(originalTextureName);
if (index >= 0)
{
var newName =
texture.name +
name.Substring(index + originalTextureName.Length, name.Length - (index + originalTextureName.Length));
if (index > 0)
newName = name.Substring(0, index) + newName;
name = newName;
}
otherSprite.name = name;
#endif
spriteMap.Add(sprite, otherSprite);
}
sprite = otherSprite;
return true;
}
/************************************************************************************************************************/
/// <summary>Destroys all the <see cref="Dictionary{TKey, TValue}.Values"/>.</summary>
public static void DestroySprites(Dictionary<Sprite, Sprite> spriteMap)
{
if (spriteMap == null)
return;
foreach (var sprite in spriteMap.Values)
Destroy(sprite);
spriteMap.Clear();
}
/************************************************************************************************************************/
/// <summary>Destroys all sprites created for the `texture`.</summary>
public static void DestroySprites(Texture2D texture)
{
if (TextureToSpriteMap.TryGetValue(texture, out var spriteMap))
{
TextureToSpriteMap.Remove(texture);
DestroySprites(spriteMap);
}
}
/************************************************************************************************************************/
}
}