Merge pull request #13 from aliakseikalosha/lua

Update lua asset hadling
This commit is contained in:
Bandwidth
2025-04-12 21:13:31 +02:00
committed by GitHub
15 changed files with 1009 additions and 141 deletions

View File

@@ -5,11 +5,11 @@ using UnityEngine;
[CustomEditor(typeof(LuaFile))]
public class LuaScriptAssetEditor : Editor
{
private TextAsset asset;
public override void OnInspectorGUI()
{
LuaFile luaScriptAsset = (LuaFile)target;
// Allow user to drag-and-drop the Lua file
luaScriptAsset.luaScript = (TextAsset)EditorGUILayout.ObjectField("Lua Script", luaScriptAsset.luaScript, typeof(TextAsset), false);
EditorGUILayout.TextArea(luaScriptAsset.LuaScript);
}
}

View File

@@ -1,6 +1,8 @@
using UnityEngine;
using System.IO;
using UnityEditor;
using UnityEditor.AssetImporters;
using Splashedit.RuntimeCode;
namespace SplashEdit.EditorCode
{
@@ -9,9 +11,15 @@ namespace SplashEdit.EditorCode
{
public override void OnImportAsset(AssetImportContext ctx)
{
var asset = new TextAsset(File.ReadAllText(ctx.assetPath));
ctx.AddObjectToAsset("Text", asset);
ctx.SetMainObject(asset);
var asset = ScriptableObject.CreateInstance<LuaFile>();
var luaCode = File.ReadAllText(ctx.assetPath);
asset.Init(luaCode);
asset.name = Path.GetFileName(ctx.assetPath);
var text = new TextAsset(asset.LuaScript);
ctx.AddObjectToAsset("Text", text);
ctx.AddObjectToAsset("Script", asset);
ctx.SetMainObject(text);
}
}
}

View File

@@ -2,10 +2,14 @@ using UnityEngine;
namespace Splashedit.RuntimeCode
{
[CreateAssetMenu(fileName = "NewLuaScript", menuName = "Lua Script", order = 1)]
public class LuaFile : ScriptableObject
{
public TextAsset luaScript;
[SerializeField] private string luaScript;
public string LuaScript => luaScript;
public void Init(string luaCode)
{
luaScript = luaCode;
}
}
}

View File

@@ -8,13 +8,14 @@ namespace SplashEdit.RuntimeCode
[RequireComponent(typeof(Renderer))]
public class PSXObjectExporter : MonoBehaviour
{
public LuaFile luaFile;
public LuaFile LuaFile => luaFile;
public List<PSXTexture2D> Textures { get; set; } = new List<PSXTexture2D>(); // Stores the converted PlayStation-style texture
public PSXMesh Mesh { get; set; } // Stores the converted PlayStation-style mesh
public PSXMesh Mesh { get; protected set; } // Stores the converted PlayStation-style mesh
[Header("Export Settings")]
[FormerlySerializedAs("BitDepth")]
[SerializeField] private PSXBPP bitDepth = PSXBPP.TEX_8BIT; // Defines the bit depth of the texture (e.g., 4BPP, 8BPP)
[SerializeField] private LuaFile luaFile;
[Header("Gizmo Settings")]
[FormerlySerializedAs("PreviewNormals")]
[SerializeField] private bool previewNormals = false;

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using Splashedit.RuntimeCode;
using UnityEditor;
using UnityEngine;
@@ -38,7 +39,7 @@ namespace SplashEdit.RuntimeCode
for (int i = 0; i < _exporters.Length; i++)
{
PSXObjectExporter exp = _exporters[i];
EditorUtility.DisplayProgressBar($"{nameof(PSXSceneExporter)}", $"Export {nameof(PSXObjectExporter)}", ((float)i)/ _exporters.Length);
EditorUtility.DisplayProgressBar($"{nameof(PSXSceneExporter)}", $"Export {nameof(PSXObjectExporter)}", ((float)i) / _exporters.Length);
exp.CreatePSXTextures2D();
exp.CreatePSXMesh(GTEScaling);
}
@@ -86,29 +87,23 @@ namespace SplashEdit.RuntimeCode
void ExportFile()
{
string path = EditorUtility.SaveFilePanel("Select Output File", "", "output", "bin");
int totalFaces = 0;
// Lists for lua data offsets.
List<long> luaOffsetPlaceholderPositions = new List<long>();
List<long> luaDataOffsets = new List<long>();
OffsetData luaOffset = new();
// Lists for mesh data offsets.
List<long> meshOffsetPlaceholderPositions = new List<long>();
List<long> meshDataOffsets = new List<long>();
OffsetData meshOffset = new();
// Lists for atlas data offsets.
List<long> atlasOffsetPlaceholderPositions = new List<long>();
List<long> atlasDataOffsets = new List<long>();
OffsetData atlasOffset = new();
// Lists for clut data offsets.
List<long> clutOffsetPlaceholderPositions = new List<long>();
List<long> clutDataOffsets = new List<long>();
OffsetData clutOffset = new();
// Lists for navmesh data offsets.
List<long> navmeshOffsetPlaceholderPositions = new List<long>();
List<long> navmeshDataOffsets = new List<long>();
OffsetData navmeshOffset = new();
int clutCount = 0;
List<LuaFile> luaFiles = new List<LuaFile>();
@@ -128,12 +123,12 @@ namespace SplashEdit.RuntimeCode
// Lua files
foreach (PSXObjectExporter exporter in _exporters)
{
if (exporter.luaFile != null)
if (exporter.LuaFile != null)
{
//if not contains
if (!luaFiles.Contains(exporter.luaFile))
if (!luaFiles.Contains(exporter.LuaFile))
{
luaFiles.Add(exporter.luaFile);
luaFiles.Add(exporter.LuaFile);
}
}
}
@@ -166,16 +161,16 @@ namespace SplashEdit.RuntimeCode
foreach (LuaFile luaFile in luaFiles)
{
// Write placeholder for lua file data offset and record its position.
luaOffsetPlaceholderPositions.Add(writer.BaseStream.Position);
luaOffset.OffsetPlaceholderPositions.Add(writer.BaseStream.Position);
writer.Write((int)0); // 4-byte placeholder for mesh data offset.
writer.Write((uint)luaFile.luaScript.text.Length);
writer.Write((uint)luaFile.LuaScript.Length);
}
// GameObject section (exporters)
foreach (PSXObjectExporter exporter in _exporters)
{
// Write placeholder for mesh data offset and record its position.
meshOffsetPlaceholderPositions.Add(writer.BaseStream.Position);
meshOffset.OffsetPlaceholderPositions.Add(writer.BaseStream.Position);
writer.Write((int)0); // 4-byte placeholder for mesh data offset.
// Write object's transform
@@ -195,9 +190,9 @@ namespace SplashEdit.RuntimeCode
writer.Write((int)rotationMatrix[2, 2]);
writer.Write((ushort)exporter.Mesh.Triangles.Count);
if (exporter.luaFile != null)
if (exporter.LuaFile != null)
{
int index = luaFiles.IndexOf(exporter.luaFile);
int index = luaFiles.IndexOf(exporter.LuaFile);
writer.Write((short)index);
}
else
@@ -210,7 +205,7 @@ namespace SplashEdit.RuntimeCode
foreach (PSXNavMesh navmesh in _navmeshes)
{
// Write placeholder for navmesh raw data offset.
navmeshOffsetPlaceholderPositions.Add(writer.BaseStream.Position);
navmeshOffset.OffsetPlaceholderPositions.Add(writer.BaseStream.Position);
writer.Write((int)0); // 4-byte placeholder for navmesh data offset.
writer.Write((ushort)navmesh.Navmesh.Count);
@@ -221,7 +216,7 @@ namespace SplashEdit.RuntimeCode
foreach (TextureAtlas atlas in _atlases)
{
// Write placeholder for texture atlas raw data offset.
atlasOffsetPlaceholderPositions.Add(writer.BaseStream.Position);
atlasOffset.OffsetPlaceholderPositions.Add(writer.BaseStream.Position);
writer.Write((int)0); // 4-byte placeholder for atlas data offset.
writer.Write((ushort)atlas.Width);
@@ -237,7 +232,7 @@ namespace SplashEdit.RuntimeCode
{
if (texture.ColorPalette != null)
{
clutOffsetPlaceholderPositions.Add(writer.BaseStream.Position);
clutOffset.OffsetPlaceholderPositions.Add(writer.BaseStream.Position);
writer.Write((int)0); // 4-byte placeholder for clut data offset.
writer.Write((ushort)texture.ClutPackingX); // 2 bytes
writer.Write((ushort)texture.ClutPackingY); // 2 bytes
@@ -255,21 +250,11 @@ namespace SplashEdit.RuntimeCode
AlignToFourBytes(writer);
// Record the current offset for this lua file's data.
long luaDataOffset = writer.BaseStream.Position;
luaDataOffsets.Add(luaDataOffset);
luaOffset.DataOffsets.Add(luaDataOffset);
writer.Write(luaFile.luaScript.bytes);
writer.Write(Encoding.UTF8.GetBytes(luaFile.LuaScript));
}
// Mesh data section: Write mesh data for each exporter.
foreach (PSXObjectExporter exporter in _exporters)
{
AlignToFourBytes(writer);
// Record the current offset for this exporter's mesh data.
long meshDataOffset = writer.BaseStream.Position;
meshDataOffsets.Add(meshDataOffset);
totalFaces += exporter.Mesh.Triangles.Count;
void writeVertexPosition(PSXVertex v)
{
writer.Write((short)v.vx);
@@ -301,6 +286,18 @@ namespace SplashEdit.RuntimeCode
action(tri.Vertexes[i]);
}
}
// Mesh data section: Write mesh data for each exporter.
foreach (PSXObjectExporter exporter in _exporters)
{
AlignToFourBytes(writer);
// Record the current offset for this exporter's mesh data.
long meshDataOffset = writer.BaseStream.Position;
meshOffset.DataOffsets.Add(meshDataOffset);
totalFaces += exporter.Mesh.Triangles.Count;
foreach (Tri tri in exporter.Mesh.Triangles)
{
int expander = 16 / ((int)tri.Texture.BitDepth);
@@ -335,10 +332,11 @@ namespace SplashEdit.RuntimeCode
{
AlignToFourBytes(writer);
long navmeshDataOffset = writer.BaseStream.Position;
navmeshDataOffsets.Add(navmeshDataOffset);
navmeshOffset.DataOffsets.Add(navmeshDataOffset);
foreach (PSXNavMeshTri tri in navmesh.Navmesh)
{
// Write vertices coordinates
writer.Write((int)tri.v0.vx);
writer.Write((int)tri.v0.vy);
writer.Write((int)tri.v0.vz);
@@ -360,7 +358,7 @@ namespace SplashEdit.RuntimeCode
AlignToFourBytes(writer);
// Record the current offset for this atlas's data.
long atlasDataOffset = writer.BaseStream.Position;
atlasDataOffsets.Add(atlasDataOffset);
atlasOffset.DataOffsets.Add(atlasDataOffset);
// Write the atlas's raw texture data.
for (int y = 0; y < atlas.vramPixels.GetLength(1); y++)
@@ -381,7 +379,7 @@ namespace SplashEdit.RuntimeCode
{
AlignToFourBytes(writer);
long clutDataOffset = writer.BaseStream.Position;
clutDataOffsets.Add(clutDataOffset);
clutOffset.DataOffsets.Add(clutDataOffset);
foreach (VRAMPixel color in texture.ColorPalette)
{
@@ -392,70 +390,24 @@ namespace SplashEdit.RuntimeCode
}
// Bacfill the lua data offsets into the metadata section.
if (luaOffsetPlaceholderPositions.Count == luaDataOffsets.Count)
{
for (int i = 0; i < luaOffsetPlaceholderPositions.Count; i++)
{
writer.Seek((int)luaOffsetPlaceholderPositions[i], SeekOrigin.Begin);
writer.Write((int)luaDataOffsets[i]);
writeOffset(writer, luaOffset, "lua");
writeOffset(writer, meshOffset, "mesh");
writeOffset(writer, navmeshOffset, "navmesh");
writeOffset(writer, atlasOffset, "atlas");
writeOffset(writer, clutOffset, "clut");
}
}
else
{
Debug.LogError("Mismatch between metadata lua offset placeholders and lua data blocks!");
Debug.Log(totalFaces);
}
// Backfill the mesh data offsets into the metadata section.
if (meshOffsetPlaceholderPositions.Count == meshDataOffsets.Count)
private void writeOffset(BinaryWriter writer, OffsetData data, string type)
{
for (int i = 0; i < meshOffsetPlaceholderPositions.Count; i++)
// Backfill the data offsets into the metadata section.
if (data.OffsetPlaceholderPositions.Count == data.DataOffsets.Count)
{
writer.Seek((int)meshOffsetPlaceholderPositions[i], SeekOrigin.Begin);
writer.Write((int)meshDataOffsets[i]);
}
}
else
for (int i = 0; i < data.OffsetPlaceholderPositions.Count; i++)
{
Debug.LogError("Mismatch between metadata mesh offset placeholders and mesh data blocks!");
}
// Backfill the navmesh offsets into the metadata section.
if (navmeshOffsetPlaceholderPositions.Count == navmeshDataOffsets.Count)
{
for (int i = 0; i < navmeshOffsetPlaceholderPositions.Count; i++)
{
writer.Seek((int)navmeshOffsetPlaceholderPositions[i], SeekOrigin.Begin);
writer.Write((int)navmeshDataOffsets[i]);
}
}
else
{
Debug.LogError("Mismatch between metadata mesh offset placeholders and mesh data blocks!");
}
// Backfill the atlas data offsets into the metadata section.
if (atlasOffsetPlaceholderPositions.Count == atlasDataOffsets.Count)
{
for (int i = 0; i < atlasOffsetPlaceholderPositions.Count; i++)
{
writer.Seek((int)atlasOffsetPlaceholderPositions[i], SeekOrigin.Begin);
writer.Write((int)atlasDataOffsets[i]);
}
}
else
{
Debug.LogError("Mismatch between atlas offset placeholders and atlas data blocks!");
}
// Backfill the clut data offsets into the metadata section.
if (clutOffsetPlaceholderPositions.Count == clutDataOffsets.Count)
{
for (int i = 0; i < clutOffsetPlaceholderPositions.Count; i++)
{
writer.Seek((int)clutOffsetPlaceholderPositions[i], SeekOrigin.Begin);
writer.Write((int)clutDataOffsets[i]);
writer.Seek((int)data.OffsetPlaceholderPositions[i], SeekOrigin.Begin);
writer.Write((int)data.DataOffsets[i]);
}
}
else
@@ -463,8 +415,7 @@ namespace SplashEdit.RuntimeCode
Debug.LogError("Mismatch between clut offset placeholders and clut data blocks!");
}
}
Debug.Log(totalFaces);
}
void AlignToFourBytes(BinaryWriter writer)
{
@@ -482,4 +433,10 @@ namespace SplashEdit.RuntimeCode
}
}
public class OffsetData
{
public List<long> OffsetPlaceholderPositions = new List<long>();
public List<long> DataOffsets = new List<long>();
}
}

8
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Sample/Lua/example.lua Normal file
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@@ -0,0 +1,21 @@
local dir = true
local minY = -300
local maxY = -25
function doSomething(first, other)
local pos = first.position
if dir then
pos.y = pos.y + 10
if pos.y >= maxY then
dir = false
end
else
pos.y = pos.y - 10
if pos.y <= minY then
dir = true
end
end
first.position = pos
end

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