using System.Collections.Generic; using System.IO; using System.Linq; using Luneraria.View; using UnityEditor; using UnityEditor.Animations; using UnityEngine; using UnityEngine.Rendering; namespace Luneraria.EditorTools { /// /// Builds what the unit views need (U2C): a one-mesh version of the rigid Kohlenbeißer (131 /// named parts combined per material, like Godot's rig groups), animator controllers with the /// Blender clips of the rigged figures, team ring and bar meshes and their materials. /// public static class LuneUnitLibraryBuilder { public const string LibraryPath = "Assets/Luneraria/Settings/LuneUnits.asset"; const string Generated = "Assets/Luneraria/Art/Generated"; const string Art = "Assets/Luneraria/Art/"; public static LuneUnitLibrary Build(LuneMaterialSet materials, LuneGround ground) { Directory.CreateDirectory(Generated); AssetDatabase.Refresh(); var library = AssetDatabase.LoadAssetAtPath(LibraryPath); if (library == null) { library = ScriptableObject.CreateInstance(); AssetDatabase.CreateAsset(library, LibraryPath); } library.Materials = materials; library.Ground = ground; library.Rigid = CombinedPrefab("g01", Art + "Units/g01.fbx"); library.Hero = AssetDatabase.LoadAssetAtPath(Art + "Characters/funkenlanze.fbx"); library.HeroController = Controller("funkenlanze", Art + "Characters/funkenlanze.fbx"); library.Boss = AssetDatabase.LoadAssetAtPath(Art + "Characters/schlundkrone.fbx"); library.BossController = Controller("schlundkrone", Art + "Characters/schlundkrone.fbx"); library.RingRound = Keep(Ring("RingRound", 40, 0f)); library.RingDiamond = Keep(Ring("RingDiamond", 4, 45f)); library.RingHexagon = Keep(Ring("RingHexagon", 6, 0f)); library.Quad = Keep(Quad()); for (int team = 0; team < 3; team++) { library.TeamRing[team] = Marker("Ring_" + team, LuneMaterialFactory.TeamColor[team], team == 2 ? .6f : 1.4f, false); library.BarFill[team] = Marker("BarFill_" + team, Color.Lerp(LuneMaterialFactory.TeamColor[team], Color.white, .15f), 1f, true); library.Bolt[team] = Marker("Bolt_" + team, LuneMaterialFactory.TeamLight[team], 3f, false); } library.HeroRing = Marker("Ring_Hero", LuneMaterialFactory.Hex("f2c96b"), 2.2f, false); library.BarBack = Marker("BarBack", new Color(0f, 0f, 0f, .7f), 1f, true); EditorUtility.SetDirty(library); AssetDatabase.SaveAssets(); return library; } /// All parts of a rigid figure in one mesh, one submesh per material. static GameObject CombinedPrefab(string id, string fbx) { var source = AssetDatabase.LoadAssetAtPath(fbx); var groups = new Dictionary>(); foreach (MeshFilter filter in source.GetComponentsInChildren(true)) { Material[] slots = filter.GetComponent().sharedMaterials; Matrix4x4 toRoot = source.transform.worldToLocalMatrix * filter.transform.localToWorldMatrix; for (int sub = 0; sub < filter.sharedMesh.subMeshCount; sub++) { if (!groups.TryGetValue(slots[sub], out List list)) groups[slots[sub]] = list = new List(); list.Add(new CombineInstance { mesh = filter.sharedMesh, subMeshIndex = sub, transform = toRoot }); } } var parts = new List(); var materials = new List(); foreach (KeyValuePair> group in groups.OrderBy(g => g.Key.name)) { var merged = new Mesh { indexFormat = IndexFormat.UInt32 }; merged.CombineMeshes(group.Value.ToArray(), true, true); parts.Add(new CombineInstance { mesh = merged, transform = Matrix4x4.identity }); materials.Add(group.Key); } var mesh = new Mesh { name = id + "_combined", indexFormat = IndexFormat.UInt32 }; mesh.CombineMeshes(parts.ToArray(), false, false); mesh.RecalculateBounds(); mesh = Keep(mesh); string prefabPath = Generated + "/" + id + "_combined.prefab"; var go = new GameObject(id + "_combined"); go.AddComponent().sharedMesh = mesh; go.AddComponent().sharedMaterials = materials.ToArray(); GameObject prefab = PrefabUtility.SaveAsPrefabAsset(go, prefabPath); Object.DestroyImmediate(go); return prefab; } /// One state per clip of the model (named like the Blender action), idle first. static RuntimeAnimatorController Controller(string id, string fbx) { string path = Generated + "/" + id + ".controller"; AssetDatabase.DeleteAsset(path); AnimatorController controller = AnimatorController.CreateAnimatorControllerAtPath(path); AnimationClip[] clips = AssetDatabase.LoadAllAssetsAtPath(fbx).OfType().Where(c => !c.name.StartsWith("__preview__")) .OrderBy(c => c.name == "idle" ? 0 : 1).ThenBy(c => c.name).ToArray(); AnimatorStateMachine machine = controller.layers[0].stateMachine; foreach (AnimationClip clip in clips) { AnimatorState state = machine.AddState(clip.name); state.motion = clip; if (clip.name == "idle") machine.defaultState = state; } EditorUtility.SetDirty(controller); return controller; } /// Flat ring on the ground (Godot: TorusMesh inner .42, outer .52, flattened). static Mesh Ring(string name, int sides, float offsetDegrees) { var vertices = new List(); var triangles = new List(); for (int i = 0; i <= sides; i++) { float angle = (offsetDegrees + 360f * i / sides) * Mathf.Deg2Rad; var direction = new Vector3(Mathf.Cos(angle), 0f, Mathf.Sin(angle)); vertices.Add(direction * .42f); vertices.Add(direction * .52f); if (i < sides) { int a = i * 2; triangles.AddRange(new[] { a, a + 1, a + 3, a, a + 3, a + 2 }); } } var mesh = new Mesh { name = name }; mesh.SetVertices(vertices); mesh.SetTriangles(triangles, 0); mesh.RecalculateNormals(); mesh.RecalculateBounds(); return mesh; } static Mesh Quad() { var mesh = new Mesh { name = "MarkerQuad" }; mesh.SetVertices(new List { new Vector3(-.5f, -.5f, 0f), new Vector3(.5f, -.5f, 0f), new Vector3(-.5f, .5f, 0f), new Vector3(.5f, .5f, 0f) }); mesh.SetTriangles(new[] { 0, 2, 1, 2, 3, 1 }, 0); mesh.RecalculateNormals(); mesh.RecalculateBounds(); return mesh; } static Mesh Keep(Mesh mesh) { string path = Generated + "/" + mesh.name + ".asset"; var existing = AssetDatabase.LoadAssetAtPath(path); if (existing == null) { AssetDatabase.CreateAsset(mesh, path); return mesh; } EditorUtility.CopySerialized(mesh, existing); EditorUtility.SetDirty(existing); return existing; } /// Unshaded marker colour (Godot _flat with emission energy); bars draw on top. static Material Marker(string name, Color srgb, float energy, bool onTop) { string path = LuneMaterialFactory.Folder + "/Markers/" + name + ".mat"; Directory.CreateDirectory(Path.GetDirectoryName(path)); Shader shader = Shader.Find("Luneraria/Unlit"); var material = AssetDatabase.LoadAssetAtPath(path); if (material == null) { material = new Material(shader); AssetDatabase.CreateAsset(material, path); } material.shader = shader; Color linear = srgb.linear * energy; material.SetColor("_Color", new Color(linear.r, linear.g, linear.b, srgb.a)); material.SetFloat("_ZTest", onTop ? (float)CompareFunction.Always : (float)CompareFunction.LessEqual); material.enableInstancing = true; EditorUtility.SetDirty(material); return material; } } }