Files
crtr/Assets/Cryville/Crtr/Skin/Components/SpritePlane.cs

188 lines
4.5 KiB
C#

using System;
using UnityEngine;
namespace Cryville.Crtr.Skin.Components {
public class SpriteInfo {
string m_frameName;
public string FrameName {
get {
return m_frameName;
}
set {
m_frameName = value;
Reload();
}
}
public SpriteFrame Frame {
get;
private set;
}
public Rect Rect {
get { return Frame.Frame; }
}
/// <summary>
/// The ratio of width divided by height.
/// </summary>
public float Ratio {
get {
return Rect.width / Rect.height;
}
}
Material _mat;
public void Bind(Material mat) {
_mat = mat;
Reload();
}
public void Reload() {
if (!string.IsNullOrEmpty(FrameName)) {
if (ChartPlayer.frames.ContainsKey(FrameName)) {
Frame = ChartPlayer.frames[FrameName];
}
else {
Game.MainLogger.Log(4, "Skin", "Texture {0} not found", FrameName);
Frame = null;
}
}
else Frame = null;
if (_mat != null) {
_mat.mainTexture = Frame?.Texture;
}
}
public static bool IsNullOrEmpty(SpriteInfo sprite) {
return sprite == null || sprite.Frame == null;
}
}
public class SpritePlane : SpriteBase {
public SpritePlane() {
SubmitProperty("frame", new PropOp.String(v => Frame = v));
SubmitProperty("frames", new PropOp.StringArray(v => Frames = v));
SubmitProperty("index", new PropOp.Integer(v => Index = v));
SubmitProperty("fit", new PropOp.Enum<FitMode>(v => Fit = v, v => (FitMode)v));
SubmitProperty("shader", new PropOp.String(v => Shader = v));
}
static Vector2[] _origuv;
protected static Vector2[] OriginalUV {
get {
if (_origuv == null) {
var m = BuiltinResources.Meshes["quad"];
Vector2[] uv = new Vector2[m.vertices.Length];
for (int i = 0; i < uv.Length; i++) {
uv[i] = new Vector2(
m.vertices[i].x == 0.5 ? 1 : 0,
m.vertices[i].z == 0.5 ? 1 : 0
);
}
_origuv = uv;
}
return _origuv;
}
}
int m_index;
public int Index {
get { return m_index; }
set {
m_index = value;
OnFrameUpdate();
}
}
SpriteInfo[] m_frames = new SpriteInfo[] { new() };
public string[] Frames {
set {
m_frames = new SpriteInfo[value.Length];
for (int i = 0; i < value.Length; i++) {
m_frames[i] = new SpriteInfo() { FrameName = value[i] };
}
OnFrameUpdate();
}
}
public string Frame {
set {
if (value == CurrentFrame.FrameName) return;
CurrentFrame.FrameName = value;
OnFrameUpdate();
}
}
protected SpriteInfo CurrentFrame {
get {
if (m_frames.Length == 0) return null;
if (m_index < 0) m_index = 0;
else if (m_index >= m_frames.Length) m_index = m_frames.Length - 1;
return m_frames[m_index];
}
}
protected void OnFrameUpdate() {
if (!mesh.Initialized) return;
var frame = CurrentFrame;
if (SpriteInfo.IsNullOrEmpty(frame)) {
mesh.Renderer.enabled = false;
return;
}
mesh.Renderer.enabled = true;
mesh.Renderer.sharedMaterial.mainTexture = frame.Frame.Texture;
UpdateUV();
UpdateScale();
}
Shader m_shader;
public string Shader {
set {
m_shader = BuiltinResources.Shaders[value];
UpdateShader();
}
}
void UpdateShader() {
if (!mesh.Initialized) return;
if (m_shader == null) m_shader = BuiltinResources.Shaders["default"];
mesh.Renderer.sharedMaterial.shader = m_shader;
UpdateZIndex();
}
readonly Vector2[] _uvs = new Vector2[4];
protected virtual void UpdateUV() {
var frame = CurrentFrame;
if (SpriteInfo.IsNullOrEmpty(frame)) return;
Vector2[] muv = OriginalUV;
for (int i = 0; i < _uvs.Length; i++) {
_uvs[i] = frame.Frame.GetUV(muv[i]);
}
mesh.Mesh.uv = _uvs;
}
private FitMode m_fit = FitMode.height;
public FitMode Fit {
get { return m_fit; }
set {
m_fit = value;
if (m_fit != FitMode.none && Scale.x != Scale.y) m_fit = FitMode.none;
}
}
public enum FitMode {
none, width, height
}
protected override void UpdateScale() {
if (SpriteInfo.IsNullOrEmpty(CurrentFrame)) return;
base.UpdateScale();
if (m_fit != FitMode.none && Scale.x != Scale.y) m_fit = FitMode.none;
}
protected override Vector3 BaseScale {
get {
return m_fit switch {
FitMode.none => Vector3.one,
FitMode.width => new Vector3(1, 1, 1 / CurrentFrame.Ratio),
FitMode.height => new Vector3(CurrentFrame.Ratio, 1, 1),
_ => throw new NotSupportedException("Unsupported fit mode"),
};
}
}
public override void Init() {
InternalInit();
OnFrameUpdate();
UpdateShader();
}
}
}