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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Data;
using NUnit.Framework;
using UnityEngine;
namespace Managers
{
public class PackagesImageManager : Utils.Singleton<PackagesImageManager>
{
public Sprite defaultSprite;
//包名,图片名
public Dictionary<string, Dictionary<string, Texture2D>> packagesImages = new();
//包名,图片名
public Dictionary<string, Dictionary<string, Sprite>> sprites = new();
//包名,文件路径,身体部件名
public Dictionary<string, Dictionary<string, Dictionary<string, Sprite>>> bodyTexture = new();
public void Init()
{
if (packagesImages.Count > 0)
return;
defaultSprite = Resources.Load<Sprite>("Default/DefaultImage");
InitImageDef();
InitDrawOrder();
packagesImages = null;
}
public void InitImageDef()
{
var imageDef = Managers.DefineManager.Instance.QueryDefinesByType<ImageDef>();
foreach (var ima in imageDef)
{
if (ima.path == null || ima.packID == null)
continue;
var pack = Managers.DefineManager.Instance.GetDefinePackage(ima);
var path = Path.Combine(pack.packRootPath, ima.path);
var texture = Configs.ConfigProcessor.LoadTextureByIO(path);
if (texture == null)
continue;
var packId = ima.packID;
if (!packagesImages.ContainsKey(packId))
packagesImages[packId] = new Dictionary<string, Texture2D>();
packagesImages[packId].Add(ima.name, texture);
SplitTextureIntoSprites(packId, ima.name, texture, ima.hCount, ima.wCount, ima.pixelsPerUnit);
}
}
public void InitDrawOrder()
{
var drawOrderDef = Managers.DefineManager.Instance.QueryDefinesByType<DrawingOrderDef>();
if (drawOrderDef == null || drawOrderDef.Length == 0)
{
return;
}
Dictionary<string, string> packRootSite = new();
foreach (var drawOrder in drawOrderDef)
{
if (string.IsNullOrEmpty(drawOrder.texturePath) || string.IsNullOrEmpty(drawOrder.packID))
continue;
if (!packRootSite.ContainsKey(drawOrder.packID))
packRootSite[drawOrder.packID] = Managers.DefineManager.Instance.GetPackagePath(drawOrder.packID);
var rootPath= packRootSite[drawOrder.packID];
var folderPath=Path.Combine(rootPath, drawOrder.texturePath);
var imagePath = Configs.ConfigProcessor.GetFilesByExtensions(folderPath,
new[]
{
"jpg", "jpeg", "png", "tga", "tif", "tiff", "psd", "bmp"
});
foreach (var path in imagePath)
{
var image=Configs.ConfigProcessor.LoadTextureByIO(path);
if (image == null)
continue;
var spr=Sprite.Create(
image,
new Rect(0, 0, image.width, image.height),
new Vector2(0.5f, 0.5f) // 中心点
);
var name=Path.GetFileNameWithoutExtension(path);
InsertBodyTexture(drawOrder.packID, drawOrder.texturePath, name, spr);
}
}
}
private void SplitTextureIntoSprites(
string packId,
string baseName,
Texture2D texture,
int rows,
int cols,
int pixelsPerUnit)
{
if (texture == null)
{
Debug.LogError("Texture is null.");
return;
}
// 如果行数或列数小于1则设为1不分割
rows = Mathf.Max(1, rows);
cols = Mathf.Max(1, cols);
var textureWidth = texture.width;
var textureHeight = texture.height;
// 如果不分割rows和cols都为1直接创建单个Sprite
if (rows == 1 && cols == 1)
{
if (!sprites.ContainsKey(packId))
sprites[packId] = new Dictionary<string, Sprite>();
var spriteRect = new Rect(0, 0, textureWidth, textureHeight);
var sprite = Sprite.Create(texture, spriteRect, new Vector2(0.5f, 0.5f), pixelsPerUnit);
sprites[packId][baseName] = sprite;
return;
}
var tileWidth = textureWidth / cols;
var tileHeight = textureHeight / rows;
if (tileWidth * cols != textureWidth || tileHeight * rows != textureHeight)
{
Debug.LogError("Texture dimensions are not divisible by the specified rows and columns.");
return;
}
if (!sprites.ContainsKey(packId))
sprites[packId] = new Dictionary<string, Sprite>();
for (var row = 0; row < rows; row++)
{
for (var col = 0; col < cols; col++)
{
Rect spriteRect = new(col * tileWidth, row * tileHeight, tileWidth, tileHeight);
var sprite = Sprite.Create(texture, spriteRect, new Vector2(0.5f, 0.5f), pixelsPerUnit);
var index = (rows - row - 1) * cols + col;
var spriteName = $"{baseName}_{index}";
sprites[packId][spriteName] = sprite;
}
}
}
public void Reload()
{
packagesImages.Clear();
sprites.Clear();
Init();
}
public Sprite GetSprite(string packID, string name)
{
if (string.IsNullOrEmpty(packID))
{
foreach (var kvp in sprites)
{
if (kvp.Value.TryGetValue(name, out var sprite))
return sprite;
}
}
else if (sprites.TryGetValue(packID, out var dict))
{
if (dict.TryGetValue(name, out var sprite))
return sprite;
}
return defaultSprite;
}
public Sprite GetSprite(string packID, string name, int index)
{
var fullName = $"{name}_{index}";
return GetSprite(packID, fullName);
}
/// <summary>
/// 向 bodyTexture 插入一张 Sprite。
/// 如果包名、路径或部件名原本不存在,会自动建立对应的 Dictionary。
/// </summary>
/// <param name="packageName">包名</param>
/// <param name="filePath">文件路径</param>
/// <param name="bodyPartName">身体部件名</param>
/// <param name="sprite">要插入的 Sprite</param>
public void InsertBodyTexture(string packageName,
string filePath,
string bodyPartName,
Sprite sprite)
{
if (sprite == null)
{
Debug.LogWarning("InsertBodyTexture: sprite 为 null已忽略。");
return;
}
// 1) 处理包名层级
if (!bodyTexture.TryGetValue(packageName, out var pathDict))
{
pathDict = new Dictionary<string, Dictionary<string, Sprite>>();
bodyTexture[packageName] = pathDict;
}
// 2) 处理文件路径层级
if (!pathDict.TryGetValue(filePath, out var partDict))
{
partDict = new Dictionary<string, Sprite>();
pathDict[filePath] = partDict;
}
// 3) 插入或覆盖部件名
partDict[bodyPartName] = sprite;
}
/// <summary>
/// 查找身体部件的所有Sprite变体支持带编号的图片
/// </summary>
/// <param name="packageName">包名</param>
/// <param name="filePath">文件路径</param>
/// <param name="bodyPartName">身体部件名</param>
/// <returns>按编号排序的Sprite数组未找到时返回空数组</returns>
public Sprite[] FindBodyTextures(string packageName, string filePath, string bodyPartName)
{
// 检查包名是否存在
if (!bodyTexture.TryGetValue(packageName, out var packageDict))
{
Debug.LogWarning($"Package '{packageName}' not found.");
return Array.Empty<Sprite>();
}
// 检查文件路径是否存在
if (!packageDict.TryGetValue(filePath, out var pathDict))
{
Debug.LogWarning($"File path '{filePath}' not found in package '{packageName}'.");
return Array.Empty<Sprite>();
}
// 收集所有匹配的Sprite
var sprites = new List<(int order, Sprite sprite)>();
// 查找完全匹配的项(无编号)
if (pathDict.TryGetValue(bodyPartName, out var baseSprite))
{
sprites.Add((0, baseSprite));
}
// 查找带编号的变体
var prefix = bodyPartName + "_";
foreach (var (key, value) in pathDict)
{
// 检查是否以部件名+下划线开头
if (key.StartsWith(prefix) && key.Length > prefix.Length)
{
var suffix = key.Substring(prefix.Length);
// 尝试解析编号
if (int.TryParse(suffix, out var number))
{
sprites.Add((number, Value: value));
}
}
}
// 按编号排序无编号视为0
return sprites
.OrderBy(x => x.order)
.Select(x => x.sprite)
.ToArray();
}
}
}