335 lines
13 KiB
Markdown
335 lines
13 KiB
Markdown
# ModelTranslator Unity 菜单集成 实现计划
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** Unity 菜单 `XWorld/模型转换(XPbr)`:选 FBX → 参数面板(持久化)→ 调用 Python CLI 转换到 `Assets/Res/`。
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**Architecture:** 单个 EditorWindow 脚本,`Process` 异步调用现有 `Tools/ModelTranslator/model_translator.py`(CLI 零改动),`EditorApplication.update` 轮询进程与日志,完成后 `AssetDatabase.Refresh` + 选中结果目录。参数存 `EditorPrefs`。
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**Tech Stack:** Unity Editor C#(无第三方依赖);测试为手动验证清单(项目无 C# 测试框架,spec 已确认)。
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**Spec:** `docs/superpowers/specs/2026-07-15-unity-menu-model-translator-design.md`
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---
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### Task 1: ModelTranslatorMenu.cs 完整实现
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**Files:**
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- Create: `Client/Assets/Editor/ModelTranslatorMenu.cs`
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- [x] **Step 1: 创建文件,写入完整代码**
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```csharp
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#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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namespace XGame.Editor
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{
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public static class ModelTranslatorMenu
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{
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[MenuItem("XWorld/模型转换(XPbr)", false, 803)]
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public static void Open() => ModelTranslatorWindow.Open();
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}
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public sealed class ModelTranslatorWindow : EditorWindow
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{
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private const string PrefPrefix = "XWorld.ModelTranslator.";
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private const string DefaultBlender = @"D:\tools\blender-5.0.0-windows-x64\blender.exe";
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private static readonly int[] SizeOptions = { 512, 1024, 2048, 4096 };
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private static readonly string[] SizeLabels = { "512", "1024", "2048", "4096" };
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private string _fbxPath = "";
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private int _maxSize = 2048;
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private string _outSubDir = "";
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private string _blenderPath = DefaultBlender;
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private string _pythonPath = "python";
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private Process _proc;
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private string _resultAssetDir; // 成功后要 ping 的 Assets 相对目录
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private readonly StringBuilder _log = new StringBuilder();
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private Vector2 _scroll;
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// stdout/stderr 回调在后台线程触发,先入队、OnUpdate 时再合入 _log
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private readonly object _lock = new object();
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private readonly List<string> _pending = new List<string>();
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// 仓库根 = <repo>/Client/Assets 的上两级
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private static string RepoRoot =>
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Path.GetFullPath(Path.Combine(Application.dataPath, "..", ".."));
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public static void Open()
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{
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var w = GetWindow<ModelTranslatorWindow>("模型转换(XPbr)");
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w.minSize = new Vector2(480, 380);
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w.Show();
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}
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private void OnEnable()
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{
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_maxSize = EditorPrefs.GetInt(PrefPrefix + "maxSize", 2048);
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_outSubDir = EditorPrefs.GetString(PrefPrefix + "outSubDir", "");
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_blenderPath = EditorPrefs.GetString(PrefPrefix + "blenderPath", DefaultBlender);
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_pythonPath = EditorPrefs.GetString(PrefPrefix + "pythonPath", "python");
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EditorApplication.update += OnUpdate;
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}
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private void OnDisable()
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{
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EditorApplication.update -= OnUpdate;
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SavePrefs();
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KillProc();
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}
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private void SavePrefs()
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{
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EditorPrefs.SetInt(PrefPrefix + "maxSize", _maxSize);
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EditorPrefs.SetString(PrefPrefix + "outSubDir", _outSubDir);
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EditorPrefs.SetString(PrefPrefix + "blenderPath", _blenderPath);
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EditorPrefs.SetString(PrefPrefix + "pythonPath", _pythonPath);
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}
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private void OnGUI()
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{
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bool running = _proc != null;
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using (new EditorGUI.DisabledScope(running))
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{
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PathField("FBX 文件", ref _fbxPath, () =>
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EditorUtility.OpenFilePanel("选择 FBX",
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EditorPrefs.GetString(PrefPrefix + "lastFbxDir", ""), "fbx"),
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picked => EditorPrefs.SetString(PrefPrefix + "lastFbxDir",
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Path.GetDirectoryName(picked)));
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int idx = Array.IndexOf(SizeOptions, _maxSize);
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if (idx < 0) idx = 2;
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idx = EditorGUILayout.Popup("贴图最大尺寸", idx, SizeLabels);
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_maxSize = SizeOptions[idx];
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_outSubDir = EditorGUILayout.TextField(new GUIContent("输出子目录",
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"Assets/Res/ 下的相对目录,留空=直接放 Res/<模型名>"), _outSubDir);
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PathField("Blender", ref _blenderPath, () =>
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EditorUtility.OpenFilePanel("选择 blender.exe", "", "exe"), null);
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PathField("Python", ref _pythonPath, () =>
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EditorUtility.OpenFilePanel("选择 python.exe", "", "exe"), null);
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}
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GUILayout.Space(4);
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if (!running)
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{
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string err = Validate();
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using (new EditorGUI.DisabledScope(err != null))
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if (GUILayout.Button("转换", GUILayout.Height(28)))
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StartConvert();
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if (err != null)
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EditorGUILayout.HelpBox(err, MessageType.Info);
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}
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else
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{
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if (GUILayout.Button("取消", GUILayout.Height(28)))
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{
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KillProc();
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Append("[已取消]");
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}
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EditorGUILayout.HelpBox("转换中…(Blender 处理大模型可能要几十秒)", MessageType.Info);
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}
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_scroll = EditorGUILayout.BeginScrollView(_scroll);
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EditorGUILayout.TextArea(_log.ToString(), GUILayout.ExpandHeight(true));
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EditorGUILayout.EndScrollView();
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}
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// 带"选择…"按钮的路径行;onPicked 可为 null
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private static void PathField(string label, ref string value,
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Func<string> pick, Action<string> onPicked)
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{
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EditorGUILayout.BeginHorizontal();
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value = EditorGUILayout.TextField(label, value);
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if (GUILayout.Button("选择…", GUILayout.Width(56)))
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{
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string p = pick();
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if (!string.IsNullOrEmpty(p))
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{
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value = p.Replace('/', '\\');
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onPicked?.Invoke(p);
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GUI.FocusControl(null);
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}
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}
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EditorGUILayout.EndHorizontal();
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}
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// 返回错误提示;null = 可以转换
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private string Validate()
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{
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if (string.IsNullOrEmpty(_fbxPath))
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return "请选择要转换的 FBX 文件";
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if (!File.Exists(_fbxPath))
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return "FBX 文件不存在:" + _fbxPath;
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if (!_fbxPath.ToLowerInvariant().EndsWith(".fbx"))
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return "请选择 .fbx 文件";
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if (!File.Exists(_blenderPath))
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return "未找到 blender.exe,请在上方指定路径";
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// python 允许裸命令名(走 PATH),带目录时才检查存在
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if ((_pythonPath.Contains("\\") || _pythonPath.Contains("/"))
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&& !File.Exists(_pythonPath))
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return "未找到 python,请安装 Python 3 或在上方指定路径";
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string sub = _outSubDir.Replace('\\', '/').Trim('/', ' ');
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if (sub.Contains("..") || Path.IsPathRooted(sub))
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return "输出子目录必须是 Assets/Res 下的相对路径";
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return null;
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}
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private void StartConvert()
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{
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SavePrefs();
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string sub = _outSubDir.Replace('\\', '/').Trim('/', ' ');
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string outRel = string.IsNullOrEmpty(sub) ? "Client/Assets/Res"
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: "Client/Assets/Res/" + sub;
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string modelName = Path.GetFileNameWithoutExtension(_fbxPath);
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// CLI 会在 -o 下自动建 <模型名>/ 子目录(见 model_translator.py main)
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_resultAssetDir = (string.IsNullOrEmpty(sub) ? "Assets/Res/" : "Assets/Res/" + sub + "/")
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+ modelName;
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string script = Path.Combine(RepoRoot, "Tools", "ModelTranslator", "model_translator.py");
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var psi = new ProcessStartInfo
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{
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FileName = _pythonPath,
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Arguments = string.Format(
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"\"{0}\" \"{1}\" -o \"{2}\" --max-size {3} --blender \"{4}\"",
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script, _fbxPath, Path.Combine(RepoRoot, outRel), _maxSize, _blenderPath),
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WorkingDirectory = RepoRoot,
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UseShellExecute = false,
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CreateNoWindow = true,
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RedirectStandardOutput = true,
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RedirectStandardError = true,
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StandardOutputEncoding = Encoding.UTF8,
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StandardErrorEncoding = Encoding.UTF8,
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};
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psi.EnvironmentVariables["PYTHONIOENCODING"] = "utf-8"; // CLI 输出中文
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_log.Length = 0;
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Append("== " + Path.GetFileName(_fbxPath) + " -> " + _resultAssetDir);
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try
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{
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_proc = Process.Start(psi);
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}
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catch (Exception e)
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{
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_proc = null;
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EditorUtility.DisplayDialog("模型转换",
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"启动 python 失败:" + e.Message +
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"\n请安装 Python 3 或在面板中指定 python.exe 路径", "确定");
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return;
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}
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_proc.OutputDataReceived += (_, ev) => Enqueue(ev.Data);
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_proc.ErrorDataReceived += (_, ev) => Enqueue(ev.Data);
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_proc.BeginOutputReadLine();
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_proc.BeginErrorReadLine();
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}
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private void Enqueue(string line)
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{
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if (line == null) return;
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lock (_lock) _pending.Add(line);
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}
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private void Append(string line)
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{
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_log.AppendLine(line);
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_scroll.y = float.MaxValue; // 滚到最底
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}
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private void OnUpdate()
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{
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bool dirty = false;
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lock (_lock)
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{
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foreach (string l in _pending) { Append(l); dirty = true; }
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_pending.Clear();
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}
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if (_proc != null && _proc.HasExited)
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{
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_proc.WaitForExit(); // 确保异步输出全部送达
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lock (_lock) // 先冲掉剩余输出,保证 [完成]/[失败] 在日志最后
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{
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foreach (string l in _pending) Append(l);
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_pending.Clear();
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}
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int code = _proc.ExitCode;
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_proc.Dispose();
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_proc = null;
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dirty = true;
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if (code == 0)
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{
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Append("[完成] " + _resultAssetDir);
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AssetDatabase.Refresh();
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var folder = AssetDatabase.LoadAssetAtPath<DefaultAsset>(_resultAssetDir);
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if (folder != null)
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{
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Selection.activeObject = folder;
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EditorGUIUtility.PingObject(folder);
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}
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}
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else
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{
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Append("[失败] 退出码 " + code);
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EditorUtility.DisplayDialog("模型转换",
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"转换失败(退出码 " + code + "),详见窗口日志", "确定");
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}
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}
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if (dirty) Repaint();
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}
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private void KillProc()
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{
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if (_proc == null) return;
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try { if (!_proc.HasExited) _proc.Kill(); }
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catch { /* 进程可能刚好退出 */ }
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_proc.Dispose();
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_proc = null;
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}
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}
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}
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#endif
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```
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- [x] **Step 2: 提交(.cs 先行,.meta 待 Unity 生成后补)**
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```bash
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cd "D:/UD/AI/AIC#Project"
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git add Client/Assets/Editor/ModelTranslatorMenu.cs
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git commit -m "ModelTranslator: Unity 菜单集成(XWorld/模型转换(XPbr))"
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```
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### Task 2: Unity 内编译与手动验证
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**Files:**
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- Create: `Client/Assets/Editor/ModelTranslatorMenu.cs.meta`(Unity 自动生成)
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- [x] **Step 1: 让 Unity 编译**
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切到 Unity 编辑器等待编译,确认 Console 无报错,菜单栏出现 `XWorld/模型转换(XPbr)`。
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- [x] **Step 2: 按 spec 清单手动验证**
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1. 正常转换 `Tools/ModelTranslator/src/well.fbx` → `Assets/Res/well/` 出现且模型材质正确
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2. FBX 路径不存在 / blender 路径错 → 按钮置灰并提示,不启动进程
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3. 转换中取消 → 进程被 kill,按钮恢复
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4. 同一模型二次转换 → GUID 不变(场景中已摆放的实例不丢材质)
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5. 输出子目录填 `Scene/props` → 结果在 `Assets/Res/Scene/props/<模型名>/`
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6. 关闭窗口再打开 → 参数记住上次的值
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- [x] **Step 3: 提交 Unity 生成的 .meta**
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```bash
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cd "D:/UD/AI/AIC#Project"
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git add Client/Assets/Editor/ModelTranslatorMenu.cs.meta
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git commit -m "ModelTranslator: 菜单脚本 .meta"
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```
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