#if UNITY_EDITOR
using System.IO;
using UnityEditor;
using UnityEngine;
using YooAsset.Editor;
///
/// 新角色 Prefab:Y-up、底面原点、局部 +Z 正面,不做 +90X。旧资产保留原绑定空间。
/// unity command run_script --file AgentScripts/SetupCharacter.cs --entry SetupCharacter.Run --args "[\"Human\",\"CaoCao\"]"
///
public static class SetupCharacter
{
const string XPbrShaderName = "Test/XPbr";
const string ArtPackage = "Art";
const float TargetHeight = 1.8f;
public static string SetupExplorer()
{
return Run("Human", "Explorer", 1.6f);
}
public static string SetupCampGuide()
{
return Run("Human", "CampGuide", 1.55f);
}
public static string SetupLmCat()
{
return Run("Animal", "LmCat", 0.42f);
}
public static string SetupRockBall()
{
return Run("Animal", "RockBall", 0.55f);
}
public static string Run(string kind, string actor, float heightMeters = TargetHeight)
{
if (string.IsNullOrWhiteSpace(actor))
throw new System.ArgumentException("actor required");
if (heightMeters < 0.05f)
throw new System.ArgumentException("heightMeters too small");
var root = string.IsNullOrWhiteSpace(kind)
? $"Assets/Bundles/Characters/{actor}"
: $"Assets/Bundles/Characters/{kind}/{actor}";
AssetDatabase.Refresh();
var tex = EnsureTextureImports(root, actor);
var prefab = EnsureMeshPrefab(root, actor, heightMeters);
var art = EnsureArtCollector();
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
return $"{root} tex={tex} prefab={prefab} art={art}";
}
static string EnsureTextureImports(string root, string actor)
{
var fbxPath = $"{root}/{actor}.fbx";
var matPath = $"{root}/{actor}.mat";
var paths = new[]
{
$"{root}/{actor}_base.png",
$"{root}/{actor}_mix.png",
};
var ok = 0;
foreach (var path in paths)
{
if (!File.Exists(path)) continue;
var importer = AssetImporter.GetAtPath(path) as TextureImporter;
if (importer == null) continue;
var isMix = path.EndsWith("_mix.png");
importer.textureType = TextureImporterType.Default;
importer.sRGBTexture = !isMix;
importer.mipmapEnabled = true;
importer.alphaIsTransparency = !isMix;
importer.SaveAndReimport();
ok++;
}
if (!File.Exists(fbxPath))
return $"imported={ok} fbx=missing";
var model = AssetImporter.GetAtPath(fbxPath) as ModelImporter;
if (model != null)
{
model.globalScale = 1f;
model.useFileScale = false;
model.bakeAxisConversion = true;
model.materialImportMode = File.Exists(matPath)
? ModelImporterMaterialImportMode.ImportViaMaterialDescription
: ModelImporterMaterialImportMode.None;
model.meshCompression = ModelImporterMeshCompression.Medium;
model.isReadable = false;
model.SaveAndReimport();
}
return $"imported={ok} fbx=yes";
}
static string EnsureMeshPrefab(string root, string actor, float heightMeters)
{
var fbxPath = $"{root}/{actor}.fbx";
var basePath = $"{root}/{actor}_base.png";
var mixPath = $"{root}/{actor}_mix.png";
var matPath = $"{root}/{actor}.mat";
var prefabPath = $"{root}/{actor}.prefab";
if (!File.Exists(fbxPath))
return "missing fbx";
var baseMap = AssetDatabase.LoadAssetAtPath(basePath);
var mixMap = AssetDatabase.LoadAssetAtPath(mixPath);
if (baseMap == null)
return "missing base png";
var xpbr = Shader.Find(XPbrShaderName);
var urpLit = Shader.Find("Universal Render Pipeline/Lit") ?? Shader.Find("Standard");
var useXpbr = xpbr != null && mixMap != null;
var shader = useXpbr ? xpbr : urpLit;
var mat = AssetDatabase.LoadAssetAtPath(matPath);
if (mat == null)
{
mat = new Material(shader);
AssetDatabase.CreateAsset(mat, matPath);
}
else
{
mat.shader = shader;
}
if (useXpbr)
{
if (mat.HasProperty("_MainTex")) mat.SetTexture("_MainTex", baseMap);
if (mat.HasProperty("_MixTex")) mat.SetTexture("_MixTex", mixMap);
if (mat.HasProperty("_BaseColor")) mat.SetColor("_BaseColor", Color.white);
if (mat.HasProperty("_Metallic")) mat.SetFloat("_Metallic", 1f);
if (mat.HasProperty("_Roughness")) mat.SetFloat("_Roughness", 1f);
if (mat.HasProperty("_AO")) mat.SetFloat("_AO", 1f);
if (mat.HasProperty("_AlphaTest")) mat.SetFloat("_AlphaTest", 0f);
mat.DisableKeyword("_ALPHATEST_ON");
}
else if (mat.HasProperty("_BaseMap"))
{
mat.SetTexture("_BaseMap", baseMap);
}
EditorUtility.SetDirty(mat);
var modelRoot = AssetDatabase.LoadAssetAtPath(fbxPath);
if (modelRoot == null)
return "fbx not loaded";
var instance = (GameObject)PrefabUtility.InstantiatePrefab(modelRoot);
instance.name = actor;
foreach (var renderer in instance.GetComponentsInChildren())
renderer.sharedMaterial = mat;
instance.transform.localPosition = Vector3.zero;
instance.transform.localScale = Vector3.one;
instance.transform.localRotation = Quaternion.identity;
var bounds = MeshBounds(instance);
if (bounds.size.y > 0.01f)
instance.transform.localScale = Vector3.one * (heightMeters / bounds.size.y);
PrefabUtility.SaveAsPrefabAsset(instance, prefabPath);
Object.DestroyImmediate(instance);
return prefabPath + (useXpbr ? " (XPbr)" : " (URP Lit)");
}
static Bounds MeshBounds(GameObject root)
{
Bounds bounds = default;
var has = false;
foreach (var r in root.GetComponentsInChildren())
{
if (!has)
{
bounds = r.bounds;
has = true;
}
else bounds.Encapsulate(r.bounds);
}
return has ? bounds : new Bounds(root.transform.position, Vector3.one * 0.01f);
}
static string EnsureArtCollector()
{
var setting = BundleCollectorSettingData.Setting;
setting.ShowPackageView = true;
var package = setting.Packages.Find(p => p.PackageName == ArtPackage);
if (package == null)
package = BundleCollectorSettingData.CreatePackage(ArtPackage);
package.PackageDesc = "角色/场景美术";
package.EnableAddressable = true;
package.SupportExtensionless = true;
package.AutoCollectShaders = true;
package.IgnoreRuleName = nameof(NormalIgnoreRule);
BundleCollectorSettingData.ModifyPackage(package);
var group = package.Groups.Find(g => g.GroupName == "Characters");
if (group == null)
group = BundleCollectorSettingData.CreateGroup(package, "Characters");
group.ActiveRuleName = nameof(EnableGroup);
group.AssetTags = "art";
BundleCollectorSettingData.ModifyGroup(package, group);
const string collectPath = "Assets/Bundles/Characters";
var collector = group.Collectors.Find(c => c.CollectPath == collectPath);
if (collector == null)
{
collector = new BundleCollector
{
CollectPath = collectPath,
CollectorGUID = AssetDatabase.AssetPathToGUID(collectPath),
CollectorType = ECollectorType.MainAssetCollector,
AddressRuleName = nameof(AddressByFileName),
PackRuleName = nameof(PackSeparately),
FilterRuleName = nameof(CollectAll),
AssetTags = "art",
};
BundleCollectorSettingData.CreateCollector(group, collector);
}
else
{
collector.CollectorGUID = AssetDatabase.AssetPathToGUID(collectPath);
collector.AddressRuleName = nameof(AddressByFileName);
collector.PackRuleName = nameof(PackSeparately);
collector.FilterRuleName = nameof(CollectAll);
BundleCollectorSettingData.ModifyCollector(group, collector);
}
package.CheckConfigError();
BundleCollectorSettingData.SaveFile();
return $"art collect={collectPath}";
}
}
#endif