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AsepriteImporterAPIs.cs 16KB

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  1. using System;
  2. using UnityEditor.AssetImporters;
  3. using UnityEngine;
  4. namespace UnityEditor.U2D.Aseprite
  5. {
  6. public partial class AsepriteImporter
  7. {
  8. /// <summary>
  9. /// A parsed representation of the Aseprite file.
  10. /// </summary>
  11. public AsepriteFile asepriteFile => m_AsepriteFile;
  12. /// <summary>
  13. /// How the file should be imported.
  14. /// </summary>
  15. public FileImportModes importMode
  16. {
  17. get => m_AsepriteImporterSettings.fileImportMode;
  18. set => m_AsepriteImporterSettings.fileImportMode = value;
  19. }
  20. /// <summary>
  21. /// Which type of texture are we dealing with here.
  22. /// </summary>
  23. /// <value>Valid values are TextureImporterType.Default or TextureImporterType.Sprite.</value>
  24. /// <exception cref="ArgumentException">Exception when non valid values are set.</exception>
  25. public TextureImporterType textureType
  26. {
  27. get => m_TextureImporterSettings.textureType;
  28. set
  29. {
  30. if (value == TextureImporterType.Sprite || value == TextureImporterType.Default)
  31. {
  32. m_TextureImporterSettings.textureType = value;
  33. SetDirty();
  34. }
  35. else
  36. throw new System.ArgumentException("Invalid value. Valid values are TextureImporterType.Sprite or TextureImporterType.Default");
  37. }
  38. }
  39. /// <summary>
  40. /// Selects Single or Manual import mode for Sprite textures.
  41. /// </summary>
  42. /// <value>Valid values are SpriteImportMode.Multiple or SpriteImportMode.Single.</value>
  43. /// <exception cref="ArgumentException">Exception when non valid values are set.</exception>
  44. public SpriteImportMode spriteImportMode
  45. {
  46. get => (SpriteImportMode)m_TextureImporterSettings.spriteMode;
  47. set
  48. {
  49. if (value == SpriteImportMode.Multiple || value == SpriteImportMode.Single)
  50. {
  51. m_TextureImporterSettings.spriteMode = (int)value;
  52. SetDirty();
  53. }
  54. else
  55. throw new System.ArgumentException("Invalid value. Valid values are SpriteImportMode.Multiple or SpriteImportMode.Single");
  56. }
  57. }
  58. /// <summary>
  59. /// The number of pixels in the sprite that correspond to one unit in world space.
  60. /// </summary>
  61. public float spritePixelsPerUnit
  62. {
  63. get => m_TextureImporterSettings.spritePixelsPerUnit;
  64. set
  65. {
  66. var newPpu = Mathf.Max(1f, value);
  67. m_TextureImporterSettings.spritePixelsPerUnit = newPpu;
  68. SetDirty();
  69. }
  70. }
  71. /// <summary>
  72. /// Sets the type of mesh to ge generated for each Sprites.
  73. /// </summary>
  74. public SpriteMeshType spriteMeshType
  75. {
  76. get => m_TextureImporterSettings.spriteMeshType;
  77. set
  78. {
  79. m_TextureImporterSettings.spriteMeshType = value;
  80. SetDirty();
  81. }
  82. }
  83. /// <summary>
  84. /// If enabled, generates a default physics shape from the outline of the Sprite/s when a physics shape has not been set in the Sprite Editor.
  85. /// </summary>
  86. public bool generatePhysicsShape
  87. {
  88. get => m_GeneratePhysicsShape;
  89. set
  90. {
  91. m_GeneratePhysicsShape = value;
  92. SetDirty();
  93. }
  94. }
  95. /// <summary>
  96. /// The number of blank pixels to leave between the edge of the graphic and the mesh.
  97. /// </summary>
  98. public uint spriteExtrude
  99. {
  100. get => m_TextureImporterSettings.spriteExtrude;
  101. set
  102. {
  103. m_TextureImporterSettings.spriteExtrude = value;
  104. SetDirty();
  105. }
  106. }
  107. /// <summary>
  108. /// The canvas size of the source file.
  109. /// </summary>
  110. public Vector2 canvasSize => m_CanvasSize;
  111. /// <summary>
  112. /// Should include hidden layers from the source file.
  113. /// </summary>
  114. public bool includeHiddenLayers
  115. {
  116. get => m_AsepriteImporterSettings.importHiddenLayers;
  117. set => m_AsepriteImporterSettings.importHiddenLayers = value;
  118. }
  119. /// <summary>
  120. /// The import mode for all layers in the file.
  121. /// </summary>
  122. public LayerImportModes layerImportMode
  123. {
  124. get => m_AsepriteImporterSettings.layerImportMode;
  125. set => m_AsepriteImporterSettings.layerImportMode = value;
  126. }
  127. /// <summary>
  128. /// The space the Sprite pivots are being calculated.
  129. /// </summary>
  130. public PivotSpaces pivotSpace
  131. {
  132. get => m_AsepriteImporterSettings.defaultPivotSpace;
  133. set => m_AsepriteImporterSettings.defaultPivotSpace = value;
  134. }
  135. /// <summary>
  136. /// How a Sprite's graphic rectangle is aligned with its pivot point.
  137. /// </summary>
  138. public SpriteAlignment pivotAlignment
  139. {
  140. get => m_AsepriteImporterSettings.defaultPivotAlignment;
  141. set => m_AsepriteImporterSettings.defaultPivotAlignment = value;
  142. }
  143. /// <summary>
  144. /// Normalized position of the custom pivot.
  145. /// </summary>
  146. public Vector2 customPivotPosition
  147. {
  148. get => m_AsepriteImporterSettings.customPivotPosition;
  149. set => m_AsepriteImporterSettings.customPivotPosition = value;
  150. }
  151. /// <summary>
  152. /// External padding between each SpriteRect, in pixels.
  153. /// </summary>
  154. public uint mosaicPadding
  155. {
  156. get => m_AsepriteImporterSettings.mosaicPadding;
  157. set => m_AsepriteImporterSettings.mosaicPadding = value;
  158. }
  159. /// <summary>
  160. /// Internal padding within each SpriteRect, in pixels.
  161. /// </summary>
  162. public uint spritePadding
  163. {
  164. get => m_AsepriteImporterSettings.spritePadding;
  165. set => m_AsepriteImporterSettings.spritePadding = value;
  166. }
  167. /// <summary>
  168. /// Generate a Model Prefab based on the layers of the source asset.
  169. /// </summary>
  170. public bool generateModelPrefab
  171. {
  172. get => m_AsepriteImporterSettings.generateModelPrefab;
  173. set => m_AsepriteImporterSettings.generateModelPrefab = value;
  174. }
  175. /// <summary>
  176. /// Add a Sorting Group component to the root of the generated model prefab if it has more than one Sprite Renderer.
  177. /// </summary>
  178. public bool addSortingGroup
  179. {
  180. get => m_AsepriteImporterSettings.addSortingGroup;
  181. set
  182. {
  183. m_AsepriteImporterSettings.addSortingGroup = value;
  184. SetDirty();
  185. }
  186. }
  187. #if UNITY_2023_1_OR_NEWER
  188. /// <summary>
  189. /// Add Shadow Casters to the generated GameObjects with SpriteRenderers.
  190. /// </summary>
  191. public bool addShadowCasters
  192. {
  193. get => m_AsepriteImporterSettings.addShadowCasters;
  194. set
  195. {
  196. m_AsepriteImporterSettings.addShadowCasters = value;
  197. SetDirty();
  198. }
  199. }
  200. #endif
  201. /// <summary>
  202. /// Generate Animation Clips based on the frame data of the source asset.
  203. /// </summary>
  204. public bool generateAnimationClips
  205. {
  206. get => m_AsepriteImporterSettings.generateAnimationClips;
  207. set => m_AsepriteImporterSettings.generateAnimationClips = value;
  208. }
  209. /// <summary>
  210. /// Texture coordinate wrapping mode.
  211. /// <br/><br/>Using wrapMode sets the same wrapping mode on all axes. Different per-axis wrap modes can be set using wrapModeU, wrapModeV, wrapModeW. Querying the value returns the U axis wrap mode (same as wrapModeU getter).
  212. /// </summary>
  213. public TextureWrapMode wrapMode
  214. {
  215. get => m_TextureImporterSettings.wrapMode;
  216. set
  217. {
  218. m_TextureImporterSettings.wrapMode = value;
  219. SetDirty();
  220. }
  221. }
  222. /// <summary>
  223. /// Texture U coordinate wrapping mode.
  224. /// <br/><br/>Controls wrapping mode along texture U (horizontal) axis.
  225. /// </summary>
  226. public TextureWrapMode wrapModeU
  227. {
  228. get => m_TextureImporterSettings.wrapModeU;
  229. set
  230. {
  231. m_TextureImporterSettings.wrapModeU = value;
  232. SetDirty();
  233. }
  234. }
  235. /// <summary>
  236. /// Texture V coordinate wrapping mode.
  237. /// <br/><br/>Controls wrapping mode along texture V (vertical) axis.
  238. /// </summary>
  239. public TextureWrapMode wrapModeV
  240. {
  241. get => m_TextureImporterSettings.wrapModeV;
  242. set
  243. {
  244. m_TextureImporterSettings.wrapModeV = value;
  245. SetDirty();
  246. }
  247. }
  248. /// <summary>
  249. /// Texture W coordinate wrapping mode for Texture3D.
  250. /// <br/><br/>Controls wrapping mode along texture W (depth, only relevant for Texture3D) axis.
  251. /// </summary>
  252. public TextureWrapMode wrapModeW
  253. {
  254. get => m_TextureImporterSettings.wrapModeW;
  255. set
  256. {
  257. m_TextureImporterSettings.wrapModeW = value;
  258. SetDirty();
  259. }
  260. }
  261. /// <summary>
  262. /// Filtering mode of the texture.
  263. /// </summary>
  264. public FilterMode filterMode
  265. {
  266. get => m_TextureImporterSettings.filterMode;
  267. set
  268. {
  269. m_TextureImporterSettings.filterMode = value;
  270. SetDirty();
  271. }
  272. }
  273. /// <summary>
  274. /// Anisotropic filtering level of the texture.
  275. /// </summary>
  276. public int aniso
  277. {
  278. get => m_TextureImporterSettings.aniso;
  279. set
  280. {
  281. m_TextureImporterSettings.aniso = value;
  282. SetDirty();
  283. }
  284. }
  285. #if UNITY_2022_2_OR_NEWER
  286. /// <summary>
  287. /// Whether this texture stores data in sRGB (also called gamma) color space.
  288. /// </summary>
  289. public bool sRGBTexture
  290. {
  291. get => m_TextureImporterSettings.sRGBTexture;
  292. set
  293. {
  294. m_TextureImporterSettings.sRGBTexture = value;
  295. SetDirty();
  296. }
  297. }
  298. #endif
  299. /// <summary>
  300. /// Mip map bias of the texture.
  301. /// </summary>
  302. public float mipMapBias
  303. {
  304. get => m_TextureImporterSettings.mipmapBias;
  305. set
  306. {
  307. m_TextureImporterSettings.mipmapBias = value;
  308. SetDirty();
  309. }
  310. }
  311. /// <summary>
  312. /// Generate Mip Maps.
  313. /// <br/><br/>Select this to enable mip-map generation. Mipmaps are smaller versions of the Texture that get used when the Texture is very small on screen.
  314. /// </summary>
  315. public bool mipmapEnabled
  316. {
  317. get => m_TextureImporterSettings.mipmapEnabled;
  318. set
  319. {
  320. m_TextureImporterSettings.mipmapEnabled = value;
  321. SetDirty();
  322. }
  323. }
  324. /// <summary>
  325. /// Mip level where texture is faded out completely.
  326. /// </summary>
  327. public int mipmapFadeDistanceEnd
  328. {
  329. get => m_TextureImporterSettings.mipmapFadeDistanceEnd;
  330. set
  331. {
  332. m_TextureImporterSettings.mipmapFadeDistanceEnd = value;
  333. SetDirty();
  334. }
  335. }
  336. /// <summary>
  337. /// Mip level where texture begins to fade out.
  338. /// </summary>
  339. public int mipmapFadeDistanceStart
  340. {
  341. get => m_TextureImporterSettings.mipmapFadeDistanceStart;
  342. set
  343. {
  344. m_TextureImporterSettings.mipmapFadeDistanceEnd = value;
  345. SetDirty();
  346. }
  347. }
  348. /// <summary>
  349. /// Enable mipmap streaming for the texture.
  350. /// <br/><br/>Only load larger mipmaps as needed to render the current game cameras. Requires texture streaming to be enabled in quality settings.
  351. /// </summary>
  352. public bool streamingMipmaps
  353. {
  354. get => m_TextureImporterSettings.streamingMipmaps;
  355. set
  356. {
  357. m_TextureImporterSettings.streamingMipmaps = value;
  358. SetDirty();
  359. }
  360. }
  361. /// <summary>
  362. /// Mipmap streaming priority when there's contention for resources. Positive numbers represent higher priority. Valid range is -128 to 127.
  363. /// </summary>
  364. public int streamingMipmapsPriority
  365. {
  366. get => m_TextureImporterSettings.streamingMipmapsPriority;
  367. set
  368. {
  369. m_TextureImporterSettings.streamingMipmapsPriority = Mathf.Clamp(value, -128, 127);
  370. SetDirty();
  371. }
  372. }
  373. /// <summary>
  374. /// Mip level where texture is faded out completely.
  375. /// </summary>
  376. public TextureImporterMipFilter mipmapFilter
  377. {
  378. get => m_TextureImporterSettings.mipmapFilter;
  379. set
  380. {
  381. m_TextureImporterSettings.mipmapFilter = value;
  382. SetDirty();
  383. }
  384. }
  385. /// <summary>
  386. /// Enables or disables coverage-preserving alpha mipmapping.
  387. /// <br/><br/>Enable this to rescale the alpha values of computed mipmaps so coverage is preserved. This means a higher percentage of pixels passes the alpha test and lower mipmap levels do not become more transparent. This is disabled by default (set to false).
  388. /// </summary>
  389. public bool mipMapsPreserveCoverage
  390. {
  391. get => m_TextureImporterSettings.mipMapsPreserveCoverage;
  392. set
  393. {
  394. m_TextureImporterSettings.mipMapsPreserveCoverage = value;
  395. SetDirty();
  396. }
  397. }
  398. /// <summary>
  399. /// Retrieves the platform settings used by the importer for a given build target.
  400. /// </summary>
  401. /// <param name="buildTarget">The build target to query.</param>
  402. /// <returns>TextureImporterPlatformSettings used for importing the texture for the build target.</returns>
  403. public TextureImporterPlatformSettings GetImporterPlatformSettings(BuildTarget buildTarget)
  404. {
  405. return TextureImporterUtilities.GetPlatformTextureSettings(buildTarget, in m_PlatformSettings);
  406. }
  407. /// <summary>
  408. /// Sets the platform settings used by the importer for a given build target.
  409. /// </summary>
  410. /// <param name="setting">TextureImporterPlatformSettings to be used by the importer for the build target indicated by TextureImporterPlatformSettings.</param>
  411. public void SetImporterPlatformSettings(TextureImporterPlatformSettings setting)
  412. {
  413. SetPlatformTextureSettings(setting);
  414. SetDirty();
  415. }
  416. /// <summary>
  417. /// Structure used for Aseprite Import Events.
  418. /// </summary>
  419. public readonly struct ImportEventArgs
  420. {
  421. /// <summary>
  422. /// The Aseprite Importer that fired the event.
  423. /// </summary>
  424. public readonly AsepriteImporter importer;
  425. /// <summary>
  426. /// The Asset Import Context that is being used for the import.
  427. /// </summary>
  428. public readonly AssetImportContext context;
  429. public ImportEventArgs(AsepriteImporter importer, AssetImportContext context)
  430. {
  431. this.importer = importer;
  432. this.context = context;
  433. }
  434. }
  435. public delegate void AsepriteImportEventHandler(ImportEventArgs args);
  436. /// <summary>
  437. /// Event that is fired at the last step of the Aseprite import process.
  438. /// </summary>
  439. public AsepriteImportEventHandler OnPostAsepriteImport { get; set; }
  440. }
  441. }