Singularity/Library/PackageCache/com.unity.2d.psdimporter@6.0.7/Editor/ImportUtilites.cs
2024-05-06 11:45:45 -07:00

114 lines
3.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Security.Cryptography;
using System.Text;
using Unity.Collections;
using UnityEngine;
namespace UnityEditor.U2D.PSD
{
class UniqueNameGenerator
{
List<int> m_NameHash = new List<int>();
public bool ContainHash(int i)
{
return m_NameHash.Contains(i);
}
public void AddHash(int i)
{
m_NameHash.Add(i);
}
public void AddHash(string name)
{
m_NameHash.Add(GetStringHash(name));
}
public string GetUniqueName(string name, bool logNewNameGenerated = false, UnityEngine.Object context = null)
{
return GetUniqueName(name, m_NameHash);
}
static string GetUniqueName(string name, List<int> stringHash, bool logNewNameGenerated = false, UnityEngine.Object context = null)
{
var sanitizedName = string.Copy(SanitizeName(name));
string uniqueName = sanitizedName;
int index = 1;
while (true)
{
var hash = GetStringHash(uniqueName);
if (!stringHash.Contains(hash))
{
stringHash.Add(hash);
if (logNewNameGenerated && sanitizedName != uniqueName)
Debug.Log(string.Format("Asset name {0} is changed to {1} to ensure uniqueness", name, uniqueName), context);
return uniqueName;
}
uniqueName = string.Format("{0}_{1}", sanitizedName, index);
++index;
}
}
static string SanitizeName(string name)
{
name = name.Replace('\0', ' ');
string newName = null;
// We can't create asset name with these name.
if ((name.Length == 2 && name[0] == '.' && name[1] == '.')
|| (name.Length == 1 && name[0] == '.')
|| (name.Length == 1 && name[0] == '/'))
newName += name + "_";
if (!string.IsNullOrEmpty(newName))
{
Debug.LogWarning(string.Format("File contains layer with invalid name for generating asset. {0} is renamed to {1}", name, newName));
return newName;
}
return name;
}
static int GetStringHash(string str)
{
MD5 md5Hasher = MD5.Create();
var hashed = md5Hasher.ComputeHash(Encoding.UTF8.GetBytes(str));
return BitConverter.ToInt32(hashed, 0);
}
}
class GameObjectCreationFactory : UniqueNameGenerator
{
public GameObject CreateGameObject(string name, params System.Type[] components)
{
var newName = GetUniqueName(name);
return new GameObject(newName, components);
}
}
internal static class ImportUtilities
{
public static string SaveToPng(NativeArray<Color32> buffer, int width, int height)
{
if (!buffer.IsCreated ||
buffer.Length == 0 ||
width == 0 ||
height == 0)
return "No .png generated.";
var texture2D = new Texture2D(width, height);
texture2D.SetPixels32(buffer.ToArray());
var png = texture2D.EncodeToPNG();
var path = Application.dataPath + $"/tex_{System.Guid.NewGuid().ToString()}.png";
var fileStream = System.IO.File.Create(path);
fileStream.Write(png);
fileStream.Close();
UnityEngine.Object.DestroyImmediate(texture2D);
return path;
}
}
}