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Asset.cs
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Asset.cs
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using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Text.Json;
using CodeWalker.GameFiles;
namespace AnimKit.Core
{
public enum AssetLoadType
{
/// <summary>
/// Asset wasn't loaded yet.
/// </summary>
None = 0,
/// <summary>
/// Load asset fully with all the data about animations.
/// </summary>
Full,
/// <summary>
/// Don't load animations of asset.
/// </summary>
NoAnimations
}
public enum AssetImportStage
{
/// <summary>
/// Only load asset meta data.
/// </summary>
Meta = 0,
/// <summary>
/// Load meta data and animations.
/// </summary>
Animations = 1,
/// <summary>
/// Load meta data, animations and clips.
/// </summary>
Clips = 2,
}
public class AssetClipAnimation
{
/// <summary>
/// Associated animation name.
/// </summary>
public string Name { get; set; }
/// <summary>
/// Clip start time.
/// </summary>
public float StartTime { get; set; }
/// <summary>
/// Clip end time.
/// </summary>
public float EndTime { get; set; }
/// <summary>
/// Clip rate.
/// </summary>
public float Rate { get; set; }
}
public class AssetClip
{
/// <summary>
/// Clip name.
/// </summary>
public string Name { get; set; }
/// <summary>
/// Clip duration.
/// </summary>
public float Duration { get; set; }
/// <summary>
/// Animations associated to clip.
/// </summary>
public List<AssetClipAnimation> Animations { get; set; }
}
public class AssetFile
{
/// <summary>
/// Manifest version for backward compatibility.
/// </summary>
public int Version { get; set; } = 1;
/// <summary>
/// Timestamp of when asset what used last time.
/// </summary>
public string LastUpdated { get; set; }
/// <summary>
/// Asset name used only for user-friendliness.
/// </summary>
public string AssetName { get; set; }
/// <summary>
/// Output clip dictionary name, i.e. "clip@[email protected]".
/// </summary>
public string ExportName { get; set; }
/// <summary>
/// Where the last time user exported clip dictionary.
/// </summary>
public string LastExportPath { get; set; }
/// <summary>
/// OAD file name.
/// </summary>
public string DictionaryName { get; set; }
/// <summary>
/// User defined clips.
/// </summary>
public AssetClip[] Clips { get; set; }
}
public class Asset
{
/// <summary>
/// Asset name used only for user-friendliness.
/// </summary>
public string Name { get; set; }
/// <summary>
/// Output clip dictionary name, i.e. "clip@[email protected]".
/// </summary>
public string ExportName { get; set; }
/// <summary>
/// Saved last asset export path.
/// </summary>
public string LastExportPath { get; set; }
/// <summary>
/// Asset animation dictionary (oad file).
/// </summary>
public OadFile Dictionary { get; set; }
/// <summary>
/// Asset's last change date.
/// </summary>
public DateTime LastUpdated { get; set; }
/// <summary>
/// List of asset's clips.
/// </summary>
public List<AssetClip> Clips { get; set; }
/// <summary>
/// Path to asset's root folder.
/// </summary>
public string AssetPath { get; set; }
/// <summary>
/// Asset load type.
/// </summary>
private AssetLoadType LoadType { get; set; } = AssetLoadType.None;
/// <summary>
/// Load from asset's data.
/// </summary>
/// <param name="assetData">Asset data struct</param>
/// <param name="assetPath">Path to asset folder</param>
/// <param name="loadType">Asset load type</param>
/// <param name="loadProgress">Load progress callback</param>
/// <returns>Whether or not was loaded successfully.</returns>
public bool Load(AssetFile assetData, string assetPath, AssetLoadType loadType = AssetLoadType.Full, Action<int, int> loadProgress = null)
{
AssetPath = assetPath;
Name = assetData.AssetName ?? "Your awesome asset";
ExportName = assetData.ExportName ?? "your@awesome@asset";
LastExportPath = assetData.LastExportPath ?? string.Empty;
Clips = assetData.Clips?.ToList() ?? new List<AssetClip>();
bool parsed = long.TryParse(assetData.LastUpdated, out long timestamp);
LastUpdated = parsed ? DateTimeOffset.FromUnixTimeSeconds(timestamp).LocalDateTime : DateTime.Now;
Dictionary = new OadFile();
Dictionary.Name = assetData.DictionaryName;
Dictionary.Load(Path.Combine(assetPath, assetData.DictionaryName + ".oad"), loadType, loadProgress);
LoadType = loadType;
return true;
}
/// <summary>
/// Load from asset's root path.
/// </summary>
/// <param name="assetPath">Path to asset folder</param>
/// <param name="loadType">Asset load type</param>
/// <param name="loadProgress">Load progress callback</param>
/// <returns>Whether or not was loaded successfully.</returns>
public bool Load(string assetPath, AssetLoadType loadType = AssetLoadType.Full, Action<int, int> loadProgress = null)
{
string filePath = Path.Combine(assetPath, Constants.AssetManifestName);
if (!File.Exists(filePath))
{
return false;
}
string jsonString = File.ReadAllText(filePath);
AssetFile assetData = JsonSerializer.Deserialize<AssetFile>(jsonString);
if (assetData == null)
{
return false;
}
return Load(assetData, assetPath, loadType, loadProgress);
}
/// <summary>
/// Save assset to specific folder.
/// </summary>
/// <param name="assetPath">Saving folder</param>
/// <returns>Whether or not was saved successfully.</returns>
/// <exception cref="Exception"></exception>
public bool Save(string assetPath)
{
if (Dictionary == null)
{
throw new Exception("Attempt to save asset with no Dictionary");
}
if (LoadType != AssetLoadType.Full)
{
throw new Exception("Attempt to save a non-fully loaded assets");
}
Dictionary.Save(assetPath);
string lastUpdated = DateTimeOffset.Now.ToUnixTimeSeconds().ToString(CultureInfo.InvariantCulture);
AssetFile assetFile = new AssetFile
{
AssetName = Name,
LastUpdated = lastUpdated,
DictionaryName = Dictionary.Name,
LastExportPath = LastExportPath,
ExportName = ExportName,
Clips = Clips.ToArray()
};
string jsonString = JsonSerializer.Serialize(assetFile, new JsonSerializerOptions
{
WriteIndented = true
});
string filePath = Path.Combine(assetPath, Constants.AssetManifestName);
string dictionaryPath = Path.Combine(assetPath, Dictionary.Name);
File.WriteAllText(filePath, jsonString);
if (!Directory.Exists(dictionaryPath))
{
_ = Directory.CreateDirectory(dictionaryPath);
}
return true;
}
/// <summary>
/// Save assset to current asset's folder.
/// </summary>
/// <returns>Whether or not was saved successfully.</returns>
/// <exception cref="Exception"></exception>
public bool Save()
{
if (AssetPath == null)
{
throw new Exception("Attempt to save asset with no asset path");
}
return Save(AssetPath);
}
/// <summary>
/// Import raw clip dictionary file as asset.
/// </summary>
/// <param name="dataRaw">Raw #CD file data</param>
/// <param name="loadProgress">Load progress callback</param>
/// <returns>Whether or not was imported successfully.</returns>
/// <exception cref="Exception"></exception>
public bool ImportRaw(byte[] dataRaw, Action<AssetImportStage, int, int> loadProgress)
{
YcdFile ycdFile = new YcdFile();
RpfFile.LoadResourceFile(ycdFile, dataRaw, 46);
if (string.IsNullOrEmpty(AssetPath))
{
throw new Exception("Attempt to save YCD file with no asset path");
}
string basePath = Path.Combine(AssetPath, Dictionary.Name);
if (!Directory.Exists(basePath))
{
Directory.CreateDirectory(basePath);
}
int loadedAnimations = 0;
int overallAnimations = ycdFile.AnimMap.Count;
// Storing a list of original animation and onim file for clip loading.
var animationOnims = new List<KeyValuePair<Animation, OnimFile>>();
foreach (var animMap in ycdFile.AnimMap)
{
string onimPath = Path.Combine(basePath, animMap.Key.ToString() + ".onim");
if (File.Exists(onimPath))
{
File.Delete(onimPath);
}
OnimFile prevOnim = Dictionary.OnimFiles.Find(_ => _.Name == animMap.Key.ToString());
if (prevOnim != null)
{
_ = Dictionary.OnimFiles.Remove(prevOnim);
}
OnimFile onimFile = new OnimFile();
onimFile.Load(animMap.Value.Animation, onimPath);
Dictionary.OnimFiles.Add(onimFile);
animationOnims.Add(new KeyValuePair<Animation, OnimFile>(animMap.Value.Animation, onimFile));
loadProgress?.Invoke(AssetImportStage.Animations, ++loadedAnimations, overallAnimations);
}
int loadedClips = 0;
int overallClips = ycdFile.ClipMap.Count;
foreach (var clipMap in ycdFile.ClipMap)
{
string clipName = clipMap.Value.Clip.Name.Replace("pack:/", "").Replace(".clip", "");
int attempts = 0;
while (Clips.Find(_ => _.Name == clipName) != null && attempts++ < 50)
{
clipName = $"{clipName}_{new Random().Next(1000, 10000)}";
}
// Failed to generate name somehow...
if (attempts >= 50)
{
continue;
}
AssetClip assetClip = new AssetClip
{
Name = clipName,
Animations = new List<AssetClipAnimation>(),
};
try
{
ClipAnimation clipAnimEntry = clipMap.Value.Clip as ClipAnimation;
if (clipAnimEntry?.Animation != null)
{
assetClip.Duration = clipAnimEntry.GetPlaybackTime(0.0f);
var clipOnimData = animationOnims.Find(_ => _.Key == clipAnimEntry.Animation);
AssetClipAnimation clipAnim = new AssetClipAnimation
{
Name = clipOnimData.Value.Name,
Rate = clipAnimEntry.Rate,
StartTime = clipAnimEntry.StartTime,
EndTime = clipAnimEntry.EndTime
};
assetClip.Animations.Add(clipAnim);
loadProgress?.Invoke(AssetImportStage.Animations, ++loadedClips, overallAnimations);
// Don't try to find clip animation list of this was a ClipAnimation
Clips.Add(assetClip);
continue;
}
}
catch { }
try
{
ClipAnimationList clipAnimListEntry = clipMap.Value.Clip as ClipAnimationList;
if (clipAnimListEntry?.Animations != null)
{
assetClip.Duration = clipAnimListEntry.GetPlaybackTime(0.0f);
foreach (var listItem in clipAnimListEntry.Animations)
{
if (listItem?.Animation != null)
{
var clipOnimData = animationOnims.Find(_ => _.Key == listItem.Animation);
AssetClipAnimation clipAnim = new AssetClipAnimation
{
Name = clipOnimData.Value.Name,
Rate = listItem.Rate,
StartTime = listItem.StartTime,
EndTime = listItem.EndTime
};
assetClip.Animations.Add(clipAnim);
loadProgress?.Invoke(AssetImportStage.Animations, ++loadedClips, overallClips);
}
}
Clips.Add(assetClip);
continue;
}
}
catch { }
}
// In the end - we're going to be saved.
_ = Save();
return true;
}
/// <summary>
/// Import openFormats animation dictionary as asset.
/// </summary>
/// <param name="oadPath">Path to oad file</param>
/// <returns>Whether or not was imported successfully.</returns>
public bool ImportOpen(string oadPath)
{
if (!File.Exists(oadPath))
{
return false;
}
string basePath = Path.Combine(AssetPath, Dictionary.Name);
if (!Directory.Exists(basePath))
{
Directory.CreateDirectory(basePath);
}
OadFile oadFile = new OadFile();
oadFile.Load(oadPath, AssetLoadType.NoAnimations);
foreach (string onimPath in oadFile.OnimPaths)
{
string targetPath = Path.Combine(oadFile.FileDirectory, onimPath);
Dictionary.AddOnim(targetPath);
}
return true;
}
/// <summary>
/// Export asset as raw clip dictionary file.
/// </summary>
/// <param name="outPath">Export path</param>
/// <returns>Whether or not was exported successfully.</returns>
public bool ExportRaw(string outPath)
{
try
{
if (File.Exists(outPath))
{
File.Delete(outPath);
}
byte[] ycdRaw = Dictionary.BuildYcd(Clips);
File.WriteAllBytes(outPath, ycdRaw);
return true;
}
catch { }
return false;
}
/// <summary>
/// Export asset as openFormats animation dictionary.
/// </summary>
/// <param name="outPath">Export path</param>
/// <returns>Whether or not was exported successfully.</returns>
public bool ExportOpen(string outPath)
{
bool success = Save(outPath);
if (!success)
{
return false;
}
string dictPath = Path.Combine(outPath, Dictionary.Name);
if (!Directory.Exists(dictPath))
{
Directory.CreateDirectory(dictPath);
}
try
{
foreach (string onimPath in Dictionary.OnimPaths)
{
string targetPath = Path.Combine(outPath, onimPath);
string sourcePath = Path.Combine(Dictionary.FileDirectory, onimPath);
File.Copy(sourcePath, targetPath);
}
}
catch
{
return false;
}
return true;
}
/// <summary>
/// Export single animation file as raw clip dictionary file.
/// </summary>
/// <param name="onimPath">Path to animation file</param>
/// <param name="outPath">Export path</param>
/// <returns>Whether or not was exported successfully.</returns>
public bool ExportSingle(string onimPath, string outPath)
{
OnimFile onimFile = new OnimFile();
onimFile.Load(onimPath, AssetLoadType.Full);
return ExportSingle(onimFile, outPath);
}
/// <summary>
/// Export single animation data as raw clip dictionary file.
/// </summary>
/// <param name="onimFile">Animation data</param>
/// <param name="outPath">Export path</param>
/// <returns>Whether or not was exported successfully.</returns>
public bool ExportSingle(OnimFile onimFile, string outPath)
{
try
{
string fileName = $"{ExportName}@{onimFile.Name}.ycd";
string exportPath = Path.Combine(outPath, fileName);
if (File.Exists(exportPath))
{
File.Delete(exportPath);
}
OadFile oadFile = new OadFile();
oadFile.Version = new string[] { "1", "2" };
oadFile.OnimFiles.Add(onimFile);
byte[] ycdRaw = oadFile.BuildYcd();
File.WriteAllBytes(exportPath, ycdRaw);
return true;
}
catch { }
return false;
}
}
}