1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
|
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEditor;
using UnityEngine;
namespace Poi
{
static class PoiHelpers
{
static readonly string suffixSeparator = "_";
/// <summary>
/// Changes a path in Assets to an absolute windows path
/// </summary>
/// <param name="localPath"></param>
/// <returns></returns>
public static string LocalAssetsPathToAbsolutePath(string localPath)
{
localPath = NormalizePathSlashes(localPath);
const string assets = "Assets/";
if(localPath.StartsWith(assets))
{
localPath = localPath.Remove(0, assets.Length);
localPath = $"{Application.dataPath}/{localPath}";
}
return localPath;
}
/// <summary>
/// Replaces all forward slashes \ with back slashes /
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public static string NormalizePathSlashes(string path)
{
if(!string.IsNullOrEmpty(path))
path = path.Replace('\\', '/');
return path;
}
/// <summary>
/// Ensures directory exists inside the assets folder
/// </summary>
/// <param name="assetPath"></param>
public static void EnsurePathExistsInAssets(string assetPath)
{
Directory.CreateDirectory(LocalAssetsPathToAbsolutePath(assetPath));
}
/// <summary>
/// Adds a suffix to the end of the string then returns it
/// </summary>
/// <param name="str"></param>
/// <param name="suffixes"></param>
/// <returns></returns>
public static string AddSuffix(string str, params string[] suffixes)
{
bool ignoreSeparatorOnce = string.IsNullOrWhiteSpace(str);
StringBuilder sb = new StringBuilder(str);
foreach(var suff in suffixes)
{
if(ignoreSeparatorOnce)
{
sb.Append(suff);
ignoreSeparatorOnce = false;
continue;
}
sb.Append(suffixSeparator + suff);
}
return sb.ToString();
}
/// <summary>
/// Draws a GUI ilne
/// </summary>
/// <param name="spaceBefore"></param>
/// <param name="spaceAfter"></param>
internal static void DrawLine(bool spaceBefore = true, bool spaceAfter = true)
{
float spaceHeight = 3f;
if(spaceBefore)
GUILayout.Space(spaceHeight);
Rect rect = EditorGUILayout.GetControlRect(false, 1);
rect.height = 1;
EditorGUI.DrawRect(rect, new Color(0.5f, 0.5f, 0.5f, 1));
if(spaceAfter)
GUILayout.Space(spaceHeight);
}
/// <summary>
/// Destroys an object with DestroyImmediate in object mode and Destroy in play mode
/// </summary>
/// <param name="obj"></param>
internal static void DestroyAppropriate(UnityEngine.Object obj)
{
if(EditorApplication.isPlaying)
UnityEngine.Object.Destroy(obj);
else
UnityEngine.Object.DestroyImmediate(obj);
}
/// <summary>
/// Changes path from full windows path to a local path in the Assets folder
/// </summary>
/// <param name="path"></param>
/// <returns>Path starting with Assets</returns>
internal static string AbsolutePathToLocalAssetsPath(string path)
{
if(path.StartsWith(Application.dataPath))
path = "Assets" + path.Substring(Application.dataPath.Length);
return path;
}
/// <summary>
/// Selects and highlights the asset in your unity Project tab
/// </summary>
/// <param name="path"></param>
internal static void PingAssetAtPath(string path)
{
var inst = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(path).GetInstanceID();
EditorGUIUtility.PingObject(inst);
}
internal static void DrawWithLabelWidth(float width, Action action)
{
if(action == null)
return;
float old = EditorGUIUtility.labelWidth;
action.Invoke();
EditorGUIUtility.labelWidth = old;
}
}
internal static class PoiExtensions
{
public static Shader PackerShader => Shader.Find("Hidden/Poi/TexturePacker");
public static Shader UnpackerShader => Shader.Find("Hidden/Poi/TextureUnpacker");
/// <summary>
/// Extension method that bakes a material to <paramref name="tex"/>
/// </summary>
/// <param name="tex">Texture to bake <paramref name="materialToBake"/> to</param>
/// <param name="materialToBake">Material to bake to <paramref name="tex"/></param>
internal static void BakeMaterialToTexture(this Texture2D tex, Material materialToBake)
{
var res = new Vector2Int(tex.width, tex.height);
RenderTexture renderTexture = RenderTexture.GetTemporary(res.x, res.y);
Graphics.Blit(null, renderTexture, materialToBake);
//transfer image from rendertexture to texture
RenderTexture.active = renderTexture;
tex.ReadPixels(new Rect(Vector2.zero, res), 0, 0);
tex.Apply(false, false);
//clean up variables
RenderTexture.active = null;
RenderTexture.ReleaseTemporary(renderTexture);
}
/// <summary>
/// Rounds vector to closest power of two. Optionally, if above ceiling, square root down by one power of two
/// </summary>
/// <param name="vec"></param>
/// <param name="ceiling">Power of two ceiling. Will be rounded to power of two if not power of two already</param>
/// <returns></returns>
internal static Vector2Int ClosestPowerOfTwo(this Vector2Int vec, int? ceiling = null)
{
int x = Mathf.ClosestPowerOfTwo(vec.x);
int y = Mathf.ClosestPowerOfTwo(vec.y);
if(ceiling != null)
{
int ceil = Mathf.ClosestPowerOfTwo((int) ceiling);
x = Mathf.Clamp(x, x, ceil);
y = Mathf.Clamp(y, y, ceil);
}
return new Vector2Int(x, y);
}
}
}
|