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