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Question by
bbrainstormer · Apr 28 at 09:32 AM ·
editorspritesassetpostprocessor
Importing lpc assets
The game I'm making is using lpc assets for the characters. I found this importer, but it isn't working. Any help would be appreciated.
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
public class LpcSpriteProcessor : AssetPostprocessor {
enum LpcAnimationState
{
Hurt,
Shoot,
Slash,
Walkcycle,
Thrust,
Spellcast
}
private const int LPC_SHEET_WIDTH = 832;
private const int LPC_SHEET_HEIGHT = 1344;
private const int LPC_SPRITE_SIZE = 64;
private int m_PixelsPerUnit; // Sets the Pixels Per Unit in the Importer
private int m_ScFrames; // Spellcast animation frames
private int m_ThFrames; // Thrust animation frames
private int m_WcFrames; // Walkcycle animation frames
private int m_SlFrames; // Slash animation frames
private int m_ShFrames; // Shoot animation frames
private int m_HuFrames; // Hurt animation frames
private bool m_ImportEmptySprites;
private int m_ColCount;
private int m_RowCount;
void RetrieveSettings(){
// Retrieve Basic Settings
m_ImportEmptySprites = LpcSpriteSettings.GetImportEmptySprites();
m_PixelsPerUnit = LpcSpriteSettings.GetPixelsPerUnit ();
// Retrieve Animation Settings
m_ScFrames = LpcSpriteSettings.GetScFrameCount();
m_ThFrames = LpcSpriteSettings.GetThFrameCount();
m_WcFrames = LpcSpriteSettings.GetWcFrameCount();
m_SlFrames = LpcSpriteSettings.GetSlFrameCount();
m_ShFrames = LpcSpriteSettings.GetShFrameCount();
m_HuFrames = LpcSpriteSettings.GetHuFrameCount();
// Retrieve Other Settings
m_ColCount = LpcSpriteSettings.GetColCount();
m_RowCount = LpcSpriteSettings.GetRowCount();
}
void OnPreprocessTexture()
{
Texture2D texture = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Texture2D)) as Texture2D);
if (!IsLpcSpriteSheet(texture))
return;
RetrieveSettings ();
TextureImporter textureImporter = (TextureImporter)assetImporter;
textureImporter.textureType = TextureImporterType.Sprite;
textureImporter.spriteImportMode = SpriteImportMode.Multiple;
textureImporter.mipmapEnabled = false;
textureImporter.filterMode = FilterMode.Point;
textureImporter.spritePixelsPerUnit = m_PixelsPerUnit;
}
public void OnPostprocessTexture (Texture2D texture)
{
// Do nothing if it not a LPC Based Sprite
if (!IsLpcSpriteSheet (texture))
return;
Debug.Log ("Importing LPC Character Sheet");
List<SpriteMetaData> metas = new List<SpriteMetaData>();
for (int row = 0; row < m_RowCount; ++row)
{
for (int col = 0; col < m_ColCount; ++col)
{
SpriteMetaData meta = new SpriteMetaData();
meta.rect = new Rect(col * LPC_SPRITE_SIZE, row * LPC_SPRITE_SIZE, LPC_SPRITE_SIZE, LPC_SPRITE_SIZE);
LpcAnimationState animState = GetAnimationState (row);
if (!m_ImportEmptySprites) {
if ((animState == LpcAnimationState.Hurt && col >= m_HuFrames))
break;
if ((animState == LpcAnimationState.Shoot && col >= m_ShFrames))
break;
if ((animState == LpcAnimationState.Slash && col >= m_SlFrames))
break;
if ((animState == LpcAnimationState.Thrust && col >= m_ThFrames))
break;
if ((animState == LpcAnimationState.Walkcycle && col >= m_WcFrames))
break;
if ((animState == LpcAnimationState.Spellcast && col >= m_ScFrames))
break;
}
string namePrefix = ResolveLpcNamePrefix (row);
meta.name = namePrefix + col;
metas.Add(meta);
}
}
TextureImporter textureImporter = (TextureImporter)assetImporter;
textureImporter.spritesheet = metas.ToArray();
}
public void OnPostprocessSprites(Texture2D texture, Sprite[] sprites)
{
Debug.Log("Sliced Sprites: " + sprites.Length);
}
// Check if a texture is a LPC Spritesheet by
// checking the textures width and height
private bool IsLpcSpriteSheet(Texture2D texture)
{
if (texture.width == LPC_SHEET_WIDTH
&& texture.height == LPC_SHEET_HEIGHT) {
return true;
}
else {
return false;
}
}
private LpcAnimationState GetAnimationState(int row)
{
switch (row) {
case(0):
return LpcAnimationState.Hurt;
case(1):
case(2):
case(3):
case(4):
return LpcAnimationState.Shoot;
case(5):
case(6):
case(7):
case(8):
return LpcAnimationState.Slash;
case(9):
case(10):
case(11):
case(12):
return LpcAnimationState.Walkcycle;
case(13):
case(14):
case(15):
case(16):
return LpcAnimationState.Thrust;
case(17):
case(18):
case(19):
case(20):
return LpcAnimationState.Spellcast;
default:
Debug.LogError ("GetAnimationState unknown row: " + row);
return 0;
}
}
private string ResolveLpcNamePrefix(int row)
{
switch (row) {
case(0):
return "hu_";
case(1):
return "sh_r_";
case(2):
return "sh_d_";
case(3):
return "sh_l_";
case(4):
return "sh_t_";
case(5):
return "sl_r_";
case(6):
return "sl_d_";
case(7):
return "sl_l_";
case(8):
return "sl_t_";
case(9):
return "wc_r_";
case(10):
return "wc_d_";
case(11):
return "wc_l_";
case(12):
return "wc_t_";
case(13):
return "th_r_";
case(14):
return "th_d_";
case(15):
return "th_l_";
case(16):
return "th_t_";
case(17):
return "sc_r_";
case(18):
return "sc_d_";
case(19):
return "sc_l_";
case(20):
return "sc_t_";
default:
Debug.LogError ("ResolveLpcNamePrefix unknown row: " + row);
return "";
}
}
}
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