Files
XCharts/Runtime/Utilities/ResourceRefHandler.cs
2026-03-25 22:46:26 +08:00

292 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
#if dUI_TextMeshPro
using TMPro;
#endif
namespace XCharts.Runtime
{
/// <summary>
/// Portable resource reference that supports a multi-level lookup strategy:
/// GUID → path → name → fallbackName → null/default
/// </summary>
[Serializable]
public class ResourceRef
{
/// <summary>Unity AssetDatabase GUID (editor-only, same project).</summary>
public string guid;
/// <summary>Asset path relative to project root e.g. "Assets/Fonts/Arial.ttf".</summary>
public string path;
/// <summary>Asset.name used for cross-project name search.</summary>
public string name;
/// <summary>Optional secondary name (system font alias, built-in default, etc.).</summary>
public string fallbackName;
/// <summary>Optional Base64-encoded asset bytes for full portability (< 100 KB recommended).</summary>
public string base64;
public bool IsEmpty()
{
return string.IsNullOrEmpty(guid)
&& string.IsNullOrEmpty(path)
&& string.IsNullOrEmpty(name)
&& string.IsNullOrEmpty(fallbackName)
&& string.IsNullOrEmpty(base64);
}
public override string ToString()
{
return string.Format("ResourceRef{{name={0}, path={1}, guid={2}}}", name, path, guid);
}
}
/// <summary>
/// Handles serialization and resolution of Unity asset references for chart JSON export/import.
/// Supports Font, TMP_FontAsset, Sprite, Material, Texture2D.
/// </summary>
public static class ResourceRefHandler
{
// ─── Serialize ─────────────────────────────────────────────────────────────
/// <summary>
/// Serializes a Unity Object into a portable ResourceRef.
/// </summary>
public static ResourceRef Serialize(UnityEngine.Object asset, bool includeBase64 = false)
{
if (asset == null) return null;
var refData = new ResourceRef
{
name = asset.name
};
#if UNITY_EDITOR
var assetPath = AssetDatabase.GetAssetPath(asset);
if (!string.IsNullOrEmpty(assetPath))
{
refData.path = assetPath;
refData.guid = AssetDatabase.AssetPathToGUID(assetPath);
}
#endif
// Optional base64 embedding for portability
if (includeBase64)
{
var b64 = TryEncodeBase64(asset);
if (!string.IsNullOrEmpty(b64))
refData.base64 = b64;
}
return refData;
}
/// <summary>
/// Serializes a Font with a fallback name hint.
/// </summary>
public static ResourceRef SerializeFont(Font font, string fallbackName = null)
{
if (font == null) return null;
var refData = Serialize(font) ?? new ResourceRef();
refData.fallbackName = fallbackName ?? "Arial";
return refData;
}
#if dUI_TextMeshPro
/// <summary>
/// Serializes a TMP_FontAsset with a fallback name hint.
/// </summary>
public static ResourceRef SerializeTMPFont(TMP_FontAsset font, string fallbackName = null)
{
if (font == null) return null;
var refData = Serialize(font) ?? new ResourceRef();
refData.fallbackName = fallbackName ?? "LiberationSans SDF";
return refData;
}
#endif
// ─── Resolve ────────────────────────────────────────────────────────────────
/// <summary>
/// Attempts to resolve a ResourceRef back to a Unity asset using the fallback chain:<br/>
/// GUID → path → name → fallbackName → null
/// </summary>
public static T TryResolve<T>(ResourceRef refData) where T : UnityEngine.Object
{
if (refData == null || refData.IsEmpty()) return null;
#if UNITY_EDITOR
// 1. GUID lookup (same project, exact)
if (!string.IsNullOrEmpty(refData.guid))
{
var guidPath = AssetDatabase.GUIDToAssetPath(refData.guid);
if (!string.IsNullOrEmpty(guidPath))
{
var asset = AssetDatabase.LoadAssetAtPath<T>(guidPath);
if (asset != null) return asset;
}
}
// 2. Path-based lookup
if (!string.IsNullOrEmpty(refData.path))
{
var asset = AssetDatabase.LoadAssetAtPath<T>(refData.path);
if (asset != null) return asset;
}
// 3. Name-based search across project
if (!string.IsNullOrEmpty(refData.name))
{
var found = FindAssetByName<T>(refData.name);
if (found != null) return found;
}
#endif
// 4. Resources.Load by name
if (!string.IsNullOrEmpty(refData.name))
{
var asset = Resources.Load<T>(refData.name);
if (asset != null) return asset;
}
// 5. Fallback name
if (!string.IsNullOrEmpty(refData.fallbackName))
{
#if UNITY_EDITOR
var found = FindAssetByName<T>(refData.fallbackName);
if (found != null) return found;
#endif
var asset = Resources.Load<T>(refData.fallbackName);
if (asset != null) return asset;
}
// 6. Base64 decode
if (!string.IsNullOrEmpty(refData.base64))
{
var decoded = TryDecodeBase64<T>(refData.base64, refData.name ?? "imported_asset");
if (decoded != null) return decoded;
}
if (!IsUnityBuiltinDefaultResourceRef(refData))
Debug.LogWarning(string.Format("[XCharts] ResourceRefHandler: Could not resolve asset '{0}'. Using default.", refData));
return null;
}
private static bool IsUnityBuiltinDefaultResourceRef(ResourceRef refData)
{
if (refData == null) return false;
bool pathIsBuiltin = !string.IsNullOrEmpty(refData.path)
&& refData.path.IndexOf("Library/unity default resources", StringComparison.OrdinalIgnoreCase) >= 0;
bool guidIsBuiltin = !string.IsNullOrEmpty(refData.guid)
&& string.Equals(refData.guid, "0000000000000000e000000000000000", StringComparison.OrdinalIgnoreCase);
bool nameIsBuiltinFont = string.Equals(refData.name, "Arial", StringComparison.OrdinalIgnoreCase)
|| string.Equals(refData.fallbackName, "Arial", StringComparison.OrdinalIgnoreCase)
#if dUI_TextMeshPro
|| string.Equals(refData.name, "LiberationSans SDF", StringComparison.OrdinalIgnoreCase)
|| string.Equals(refData.fallbackName, "LiberationSans SDF", StringComparison.OrdinalIgnoreCase)
#endif
;
return pathIsBuiltin || guidIsBuiltin || nameIsBuiltinFont;
}
#if UNITY_EDITOR
private static T FindAssetByName<T>(string assetName) where T : UnityEngine.Object
{
string typeName = typeof(T).Name;
var guids = AssetDatabase.FindAssets(string.Format("{0} t:{1}", assetName, typeName));
foreach (var g in guids)
{
var p = AssetDatabase.GUIDToAssetPath(g);
var asset = AssetDatabase.LoadAssetAtPath<T>(p);
if (asset != null && asset.name == assetName)
return asset;
}
// Looser match (name contains)
foreach (var g in guids)
{
var p = AssetDatabase.GUIDToAssetPath(g);
var asset = AssetDatabase.LoadAssetAtPath<T>(p);
if (asset != null) return asset;
}
return null;
}
#endif
// ─── Base64 helpers ──────────────────────────────────────────────────────────
private static string TryEncodeBase64(UnityEngine.Object asset)
{
var texture = asset as Texture2D;
if (texture != null)
return Convert.ToBase64String(texture.EncodeToPNG());
// Font/Material: not trivially serializable as bytes at runtime; skip.
return null;
}
private static T TryDecodeBase64<T>(string base64, string assetName) where T : UnityEngine.Object
{
try
{
if (typeof(T) == typeof(Texture2D) || typeof(T) == typeof(Sprite))
{
var bytes = Convert.FromBase64String(base64);
var tex = new Texture2D(2, 2);
if (tex.LoadImage(bytes))
{
tex.name = assetName;
if (typeof(T) == typeof(Sprite))
{
var sprite = Sprite.Create(tex,
new Rect(0, 0, tex.width, tex.height),
new Vector2(0.5f, 0.5f));
sprite.name = assetName;
return sprite as T;
}
return tex as T;
}
}
}
catch (Exception ex)
{
Debug.LogWarning(string.Format("[XCharts] ResourceRefHandler: Base64 decode failed: {0}", ex.Message));
}
return null;
}
// ─── Convenience overloads ───────────────────────────────────────────────────
public static Font TryResolveFont(ResourceRef refData)
{
return TryResolve<Font>(refData);
}
public static Sprite TryResolveSprite(ResourceRef refData)
{
return TryResolve<Sprite>(refData);
}
public static Material TryResolveMaterial(ResourceRef refData)
{
return TryResolve<Material>(refData);
}
public static Texture2D TryResolveTexture(ResourceRef refData)
{
return TryResolve<Texture2D>(refData);
}
#if dUI_TextMeshPro
public static TMP_FontAsset TryResolveTMPFont(ResourceRef refData)
{
return TryResolve<TMP_FontAsset>(refData);
}
#endif
}
}