Singularity/Library/PackageCache/com.unity.2d.psdimporter@6.0.7/Editor/PSDImportData.cs

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2024-05-06 14:45:45 -04:00
using System;
using System.Collections.Generic;
using PDNWrapper;
using UnityEngine;
namespace UnityEditor.U2D.PSD
{
/// <summary>
/// Custom hidden asset to store meta information of the last import state
/// </summary>
internal class PSDImportData : ScriptableObject
{
[SerializeField]
int m_ImportedTextureWidth;
public int importedTextureWidth
{
get => m_ImportedTextureWidth;
set => m_ImportedTextureWidth = value;
}
[SerializeField]
int m_ImportedTextureHeight;
public int importedTextureHeight
{
get => m_ImportedTextureHeight;
set => m_ImportedTextureHeight = value;
}
[SerializeField]
Vector2Int m_DocumentSize;
public Vector2Int documentSize
{
get => m_DocumentSize;
set => m_DocumentSize = value;
}
[SerializeField]
int m_TextureActualHeight;
public int textureActualHeight
{
get => m_TextureActualHeight;
set => m_TextureActualHeight = value;
}
[SerializeField]
int m_TextureActualWidth;
public int textureActualWidth
{
get => m_TextureActualWidth;
set => m_TextureActualWidth = value;
}
[SerializeField]
PSDLayerData[] m_PsdLayerData;
public PSDLayerData[] psdLayerData
{
get => m_PsdLayerData;
}
public void CreatePSDLayerData(List<BitmapLayer> bitmapLayer)
{
var layerData = new List<PSDLayerData>();
foreach (var fileLayer in bitmapLayer)
{
CreatePSDLayerData(fileLayer, layerData);
}
m_PsdLayerData = layerData.ToArray();
}
void CreatePSDLayerData(BitmapLayer layer, List<PSDLayerData> layerData, int parentIndex = -1)
{
layerData.Add(new PSDLayerData()
{
isGroup = layer.IsGroup,
isVisible = layer.Visible,
layerID = layer.LayerID,
name = layer.Name,
parentIndex = parentIndex
});
parentIndex = layerData.Count - 1;
foreach (var fileLayer in layer.ChildLayer)
{
CreatePSDLayerData(fileLayer, layerData, parentIndex);
}
}
}
// Struct to keep track of GOs and bone
internal struct BoneGO
{
public GameObject go;
public int index;
}
[Serializable]
class PSDLayerImportSetting: IPSDLayerMappingStrategyComparable
{
[SerializeField]
string m_SpriteId;
GUID m_SpriteIDGUID;
public string name;
public int layerId;
public bool flatten;
public bool isGroup;
public int layerID => layerId;
string IPSDLayerMappingStrategyComparable.name => name;
bool IPSDLayerMappingStrategyComparable.isGroup => isGroup;
public GUID spriteId
{
get
{
if (string.IsNullOrEmpty(m_SpriteId))
{
m_SpriteIDGUID = GUID.Generate();
m_SpriteId = m_SpriteIDGUID.ToString();
}
return m_SpriteIDGUID;
}
set
{
m_SpriteIDGUID = value;
m_SpriteId = m_SpriteIDGUID.ToString();
}
}
}
[Serializable]
class PSDLayerData : IPSDLayerMappingStrategyComparable
{
[SerializeField]
string m_Name;
public string name
{
get => m_Name;
set => m_Name = value;
}
[SerializeField]
int m_ParentIndex;
public int parentIndex
{
get => m_ParentIndex;
set => m_ParentIndex = value;
}
[SerializeField]
int m_LayerID;
public int layerID
{
get => m_LayerID;
set => m_LayerID = value;
}
[SerializeField]
bool m_IsVisible;
public bool isVisible
{
get => m_IsVisible;
set => m_IsVisible = value;
}
[SerializeField]
bool m_IsGroup;
public bool isGroup
{
get => m_IsGroup;
set => m_IsGroup = value;
}
[SerializeField]
bool m_IsImported;
public bool isImported
{
get => m_IsImported;
set => m_IsImported = value;
}
}
/// <summary>
/// Data for extracting layers and colors from PSD
/// </summary>
class PSDExtractLayerData
{
public BitmapLayer bitmapLayer;
public PSDLayerImportSetting importSetting;
public PSDExtractLayerData[] children;
}
}