From 969e1bf6ba26cde044e30e1f8669b206b37b4a5c Mon Sep 17 00:00:00 2001
From: JA <1323160571@qq.com>
Date: Wed, 1 Jul 2026 14:27:57 +0800
Subject: [PATCH] =?UTF-8?q?=E6=B7=BB=E5=8A=A0=E6=96=B0=E8=84=9A=E6=9C=AC?=
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit
---
.../Editor/SpritePrefabGeneratorWindow.cs | 451 +++++++++
.../SpritePrefabGeneratorWindow.cs.meta | 11 +
.../shaders/IndianOcean_DarknessOverlay.mat | 2 +-
unity/Assets/Prefabs.meta | 8 +
unity/Assets/Prefabs/Generated.meta | 8 +
unity/Assets/Prefabs/Generated/door1.prefab | 569 +++++++++++
.../Prefabs/Generated/door1.prefab.meta | 7 +
unity/Assets/Prefabs/Generated/lantern.prefab | 495 ++++++++++
.../Prefabs/Generated/lantern.prefab.meta | 7 +
.../Prefabs/Generated/pavilion1 1.prefab | 891 ++++++++++++++++++
.../Prefabs/Generated/pavilion1 1.prefab.meta | 7 +
.../Assets/Prefabs/Generated/pavilion1.prefab | 891 ++++++++++++++++++
.../Prefabs/Generated/pavilion1.prefab.meta | 7 +
unity/Assets/Prefabs/Generated/pool1.prefab | 576 +++++++++++
.../Prefabs/Generated/pool1.prefab.meta | 7 +
.../Assets/Prefabs/Generated/stone01_.prefab | 270 ++++++
.../Prefabs/Generated/stone01_.prefab.meta | 7 +
.../Assets/Prefabs/Generated/stone02_.prefab | 287 ++++++
.../Prefabs/Generated/stone02_.prefab.meta | 7 +
.../Assets/Prefabs/Generated/stone03_.prefab | 272 ++++++
.../Prefabs/Generated/stone03_.prefab.meta | 7 +
.../Assets/Prefabs/Generated/stone04_.prefab | 270 ++++++
.../Prefabs/Generated/stone04_.prefab.meta | 7 +
.../Assets/Prefabs/Generated/stone05_.prefab | 260 +++++
.../Prefabs/Generated/stone05_.prefab.meta | 7 +
.../Assets/Prefabs/Generated/stone06_.prefab | 254 +++++
.../Prefabs/Generated/stone06_.prefab.meta | 7 +
.../Assets/Prefabs/Generated/stone07_.prefab | 268 ++++++
.../Prefabs/Generated/stone07_.prefab.meta | 7 +
.../Assets/Prefabs/Generated/stone08_.prefab | 298 ++++++
.../Prefabs/Generated/stone08_.prefab.meta | 7 +
.../Assets/Prefabs/Generated/stone09_.prefab | 286 ++++++
.../Prefabs/Generated/stone09_.prefab.meta | 7 +
.../Assets/Prefabs/Generated/stone10_.prefab | 278 ++++++
.../Prefabs/Generated/stone10_.prefab.meta | 7 +
unity/Assets/Prefabs/Generated/trap1.prefab | 297 ++++++
.../Prefabs/Generated/trap1.prefab.meta | 7 +
unity/Assets/Prefabs/Generated/trap2.prefab | 836 ++++++++++++++++
.../Prefabs/Generated/trap2.prefab.meta | 7 +
unity/Assets/Prefabs/Generated/tree05_.prefab | 388 ++++++++
.../Prefabs/Generated/tree05_.prefab.meta | 7 +
unity/Assets/Prefabs/Generated/tree06_.prefab | 385 ++++++++
.../Prefabs/Generated/tree06_.prefab.meta | 7 +
unity/Assets/Prefabs/Generated/tree07_.prefab | 440 +++++++++
.../Prefabs/Generated/tree07_.prefab.meta | 7 +
unity/Assets/Prefabs/Generated/tree08_.prefab | 379 ++++++++
.../Prefabs/Generated/tree08_.prefab.meta | 7 +
unity/Assets/Prefabs/Generated/tree09_.prefab | 431 +++++++++
.../Prefabs/Generated/tree09_.prefab.meta | 7 +
unity/Assets/Prefabs/Generated/tree1.prefab | 431 +++++++++
.../Prefabs/Generated/tree1.prefab.meta | 7 +
unity/Assets/Prefabs/Generated/tree10_.prefab | 270 ++++++
.../Prefabs/Generated/tree10_.prefab.meta | 7 +
unity/Assets/Prefabs/Generated/tree2.prefab | 379 ++++++++
.../Prefabs/Generated/tree2.prefab.meta | 7 +
unity/Assets/Prefabs/Generated/tree3.prefab | 285 ++++++
.../Prefabs/Generated/tree3.prefab.meta | 7 +
unity/Assets/Prefabs/Generated/tree4.prefab | 298 ++++++
.../Prefabs/Generated/tree4.prefab.meta | 7 +
unity/Assets/changjing2/door1.png.meta | 30 +-
unity/Assets/changjing2/lantern.png.meta | 30 +-
unity/Assets/changjing2/pavilion1 1.png.meta | 30 +-
unity/Assets/changjing2/pavilion1.png.meta | 30 +-
unity/Assets/changjing2/pool1.png.meta | 30 +-
unity/Assets/changjing2/stone01_.png.meta | 30 +-
unity/Assets/changjing2/stone02_.png.meta | 30 +-
unity/Assets/changjing2/stone03_.png.meta | 30 +-
unity/Assets/changjing2/stone04_.png.meta | 30 +-
unity/Assets/changjing2/stone05_.png.meta | 30 +-
unity/Assets/changjing2/stone06_.png.meta | 30 +-
unity/Assets/changjing2/stone07_.png.meta | 30 +-
unity/Assets/changjing2/stone08_.png.meta | 30 +-
unity/Assets/changjing2/stone09_.png.meta | 30 +-
unity/Assets/changjing2/stone10_.png.meta | 30 +-
unity/Assets/changjing2/trap1.png.meta | 30 +-
unity/Assets/changjing2/trap2.png.meta | 30 +-
unity/Assets/changjing2/tree05_.png.meta | 30 +-
unity/Assets/changjing2/tree06_.png.meta | 30 +-
unity/Assets/changjing2/tree07_.png.meta | 30 +-
unity/Assets/changjing2/tree08_.png.meta | 30 +-
unity/Assets/changjing2/tree09_.png.meta | 30 +-
unity/Assets/changjing2/tree1.png.meta | 30 +-
unity/Assets/changjing2/tree10_.png.meta | 30 +-
unity/Assets/changjing2/tree2.png.meta | 30 +-
unity/Assets/changjing2/tree3.png.meta | 30 +-
unity/Assets/changjing2/tree4.png.meta | 30 +-
86 files changed, 12435 insertions(+), 28 deletions(-)
create mode 100644 unity/Assets/Editor/SpritePrefabGeneratorWindow.cs
create mode 100644 unity/Assets/Editor/SpritePrefabGeneratorWindow.cs.meta
create mode 100644 unity/Assets/Prefabs.meta
create mode 100644 unity/Assets/Prefabs/Generated.meta
create mode 100644 unity/Assets/Prefabs/Generated/door1.prefab
create mode 100644 unity/Assets/Prefabs/Generated/door1.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/lantern.prefab
create mode 100644 unity/Assets/Prefabs/Generated/lantern.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/pavilion1 1.prefab
create mode 100644 unity/Assets/Prefabs/Generated/pavilion1 1.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/pavilion1.prefab
create mode 100644 unity/Assets/Prefabs/Generated/pavilion1.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/pool1.prefab
create mode 100644 unity/Assets/Prefabs/Generated/pool1.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/stone01_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/stone01_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/stone02_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/stone02_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/stone03_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/stone03_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/stone04_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/stone04_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/stone05_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/stone05_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/stone06_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/stone06_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/stone07_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/stone07_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/stone08_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/stone08_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/stone09_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/stone09_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/stone10_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/stone10_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/trap1.prefab
create mode 100644 unity/Assets/Prefabs/Generated/trap1.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/trap2.prefab
create mode 100644 unity/Assets/Prefabs/Generated/trap2.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/tree05_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/tree05_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/tree06_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/tree06_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/tree07_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/tree07_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/tree08_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/tree08_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/tree09_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/tree09_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/tree1.prefab
create mode 100644 unity/Assets/Prefabs/Generated/tree1.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/tree10_.prefab
create mode 100644 unity/Assets/Prefabs/Generated/tree10_.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/tree2.prefab
create mode 100644 unity/Assets/Prefabs/Generated/tree2.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/tree3.prefab
create mode 100644 unity/Assets/Prefabs/Generated/tree3.prefab.meta
create mode 100644 unity/Assets/Prefabs/Generated/tree4.prefab
create mode 100644 unity/Assets/Prefabs/Generated/tree4.prefab.meta
diff --git a/unity/Assets/Editor/SpritePrefabGeneratorWindow.cs b/unity/Assets/Editor/SpritePrefabGeneratorWindow.cs
new file mode 100644
index 0000000..048aeee
--- /dev/null
+++ b/unity/Assets/Editor/SpritePrefabGeneratorWindow.cs
@@ -0,0 +1,451 @@
+using UnityEngine;
+using UnityEditor;
+using System.Collections.Generic;
+
+///
+/// Sprite 预制体批量生成工具 —— EditorWindow 版本。
+/// 从选中的图片自动创建包含主 Sprite 和 EchoOutline 子物体的预制体。
+/// 菜单路径:Tools > Sprite预制体生成器
+///
+public class SpritePrefabGeneratorWindow : EditorWindow
+{
+ // ======================== 序列化字段 ========================
+ [SerializeField] private List selectedSprites = new List();
+ [SerializeField] private string outputPath = "Assets/Prefabs/Generated";
+
+ // 材质路径常量
+ private const string GroundClipMatPath = "Assets/Materials/cloud1_GroundClipMat.mat";
+ private const string EchoOutlineMatPath = "Assets/Light/shaders/IndianOcean_SpriteEchoOutline.mat";
+
+ // UI 状态
+ private Vector2 _scrollPos;
+ private List _logMessages = new List();
+
+ // 缓存的居中灰色标签样式
+ private GUIStyle _centeredGreyStyle;
+ private GUIStyle CenteredGreyStyle
+ {
+ get
+ {
+ if (_centeredGreyStyle == null)
+ {
+ _centeredGreyStyle = new GUIStyle(EditorStyles.miniLabel);
+ _centeredGreyStyle.alignment = TextAnchor.MiddleCenter;
+ _centeredGreyStyle.normal.textColor = new Color(0.5f, 0.5f, 0.5f);
+ }
+ return _centeredGreyStyle;
+ }
+ }
+
+ // ======================== 打开窗口 ========================
+ [MenuItem("Tools/Sprite预制体生成器")]
+ public static void ShowWindow()
+ {
+ var win = GetWindow("Sprite预制体生成器");
+ win.minSize = new Vector2(420, 520);
+ }
+
+ // ======================== GUI ========================
+ private void OnGUI()
+ {
+ _scrollPos = EditorGUILayout.BeginScrollView(_scrollPos);
+
+ // ---- 标题 ----
+ GUILayout.Label("Sprite 预制体批量生成器", EditorStyles.boldLabel);
+ EditorGUILayout.HelpBox(
+ "将图片拖入下方区域,自动生成预制体。\n" +
+ "预制体结构:\n" +
+ " 父物体(图片名)→ SpriteRenderer + GroundClip材质\n" +
+ " 子物体(EchoOutline)→ SpriteRenderer + EchoOutline材质 + Collider",
+ MessageType.Info);
+
+ EditorGUILayout.Space(8);
+
+ // ---- Sprite 选择区 ----
+ GUILayout.Label("① 选择 Sprite", EditorStyles.boldLabel);
+ DrawDropArea();
+ DrawSpriteList();
+
+ EditorGUILayout.Space(8);
+
+ // ---- 输出路径 ----
+ GUILayout.Label("② 输出路径", EditorStyles.boldLabel);
+ EditorGUILayout.BeginHorizontal();
+ outputPath = EditorGUILayout.TextField(outputPath);
+ if (GUILayout.Button("浏览", GUILayout.Width(50)))
+ {
+ string folder = EditorUtility.OpenFolderPanel("选择预制体输出文件夹", "Assets", "");
+ if (!string.IsNullOrEmpty(folder))
+ {
+ int idx = folder.IndexOf("Assets");
+ if (idx >= 0)
+ outputPath = folder.Substring(idx);
+ else
+ EditorUtility.DisplayDialog("错误", "请选择项目 Assets 目录下的文件夹", "确定");
+ }
+ }
+ EditorGUILayout.EndHorizontal();
+
+ EditorGUILayout.Space(8);
+
+ // ---- 材质预览 ----
+ GUILayout.Label("③ 材质引用(自动加载)", EditorStyles.boldLabel);
+ DrawMaterialPreview(GroundClipMatPath, "GroundClip 材质");
+ DrawMaterialPreview(EchoOutlineMatPath, "EchoOutline 材质");
+
+ EditorGUILayout.Space(12);
+
+ // ---- 生成按钮 ----
+ GUI.enabled = selectedSprites.Count > 0;
+ if (GUILayout.Button($"批量生成预制体 ({selectedSprites.Count})", GUILayout.Height(36)))
+ {
+ GenerateAll();
+ }
+ GUI.enabled = true;
+
+ EditorGUILayout.Space(8);
+
+ // ---- 日志 ----
+ if (_logMessages.Count > 0)
+ {
+ GUILayout.Label("日志", EditorStyles.boldLabel);
+ foreach (var msg in _logMessages)
+ EditorGUILayout.LabelField(msg, EditorStyles.miniLabel);
+ }
+
+ EditorGUILayout.EndScrollView();
+ }
+
+ // ======================== 拖放区域 ========================
+ private void DrawDropArea()
+ {
+ Rect dropRect = GUILayoutUtility.GetRect(0, 70, GUILayout.ExpandWidth(true));
+ GUI.Box(dropRect, GUIContent.none, EditorStyles.helpBox);
+
+ // 绘制提示文字
+ EditorGUI.LabelField(dropRect,
+ selectedSprites.Count == 0
+ ? "将 Sprite / Texture 从 Project 拖入此处"
+ : $"已选择 {selectedSprites.Count} 个 Sprite(可继续拖入追加)",
+ CenteredGreyStyle);
+
+ // 处理拖放事件
+ EventType evtType = Event.current.type;
+ if (evtType == EventType.DragUpdated || evtType == EventType.DragPerform)
+ {
+ bool hasValid = false;
+ foreach (var obj in DragAndDrop.objectReferences)
+ {
+ if (obj is Sprite || obj is Texture2D)
+ {
+ hasValid = true;
+ break;
+ }
+ }
+ if (hasValid) DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
+ if (evtType == EventType.DragPerform)
+ {
+ DragAndDrop.AcceptDrag();
+ AddFromDragObjects();
+ }
+ Event.current.Use();
+ }
+ }
+
+ private void AddFromDragObjects()
+ {
+ foreach (var obj in DragAndDrop.objectReferences)
+ {
+ if (obj is Sprite sp)
+ {
+ if (!selectedSprites.Contains(sp))
+ selectedSprites.Add(sp);
+ }
+ else if (obj is Texture2D tex)
+ {
+ string path = AssetDatabase.GetAssetPath(tex);
+ // 加载该纹理下的所有 Sprite(支持 Multiple 模式)
+ var subs = AssetDatabase.LoadAllAssetsAtPath(path);
+ bool added = false;
+ foreach (var sub in subs)
+ {
+ if (sub is Sprite s && !selectedSprites.Contains(s))
+ {
+ selectedSprites.Add(s);
+ added = true;
+ }
+ }
+ // Single 模式:直接加载
+ if (!added)
+ {
+ var single = AssetDatabase.LoadAssetAtPath(path);
+ if (single != null && !selectedSprites.Contains(single))
+ selectedSprites.Add(single);
+ }
+ }
+ }
+ }
+
+ // ======================== Sprite 列表 ========================
+ private void DrawSpriteList()
+ {
+ if (selectedSprites.Count == 0) return;
+
+ EditorGUILayout.BeginHorizontal();
+ GUILayout.FlexibleSpace();
+ if (GUILayout.Button("清空列表", GUILayout.Width(70)))
+ selectedSprites.Clear();
+ EditorGUILayout.EndHorizontal();
+
+ for (int i = selectedSprites.Count - 1; i >= 0; i--)
+ {
+ EditorGUILayout.BeginHorizontal(EditorStyles.helpBox);
+
+ // Sprite 缩略图
+ var sp = selectedSprites[i];
+ if (sp != null)
+ {
+ var preview = AssetPreview.GetMiniThumbnail(sp);
+ GUILayout.Label(preview, GUILayout.Width(20), GUILayout.Height(20));
+ GUILayout.Label(sp.name, GUILayout.ExpandWidth(true));
+ }
+ else
+ {
+ GUILayout.Label("(null)", GUILayout.ExpandWidth(true));
+ }
+
+ if (GUILayout.Button("×", GUILayout.Width(22)))
+ selectedSprites.RemoveAt(i);
+
+ EditorGUILayout.EndHorizontal();
+ }
+ }
+
+ // ======================== 材质预览 ========================
+ private void DrawMaterialPreview(string assetPath, string label)
+ {
+ var mat = AssetDatabase.LoadAssetAtPath(assetPath);
+ if (mat != null)
+ {
+ EditorGUILayout.ObjectField(label, mat, typeof(Material), false);
+ }
+ else
+ {
+ EditorGUILayout.HelpBox($"未找到材质:{assetPath}", MessageType.Warning);
+ }
+ }
+
+ // ======================== 批量生成 ========================
+ private void GenerateAll()
+ {
+ // 移除空项
+ selectedSprites.RemoveAll(s => s == null);
+
+ if (selectedSprites.Count == 0)
+ {
+ EditorUtility.DisplayDialog("提示", "请先选择至少一个 Sprite", "确定");
+ return;
+ }
+
+ // 加载材质
+ Material groundClipMat = AssetDatabase.LoadAssetAtPath(GroundClipMatPath);
+ Material echoOutlineMat = AssetDatabase.LoadAssetAtPath(EchoOutlineMatPath);
+
+ if (groundClipMat == null)
+ {
+ EditorUtility.DisplayDialog("错误", $"找不到材质:{GroundClipMatPath}", "确定");
+ return;
+ }
+ if (echoOutlineMat == null)
+ {
+ EditorUtility.DisplayDialog("错误", $"找不到材质:{EchoOutlineMatPath}", "确定");
+ return;
+ }
+
+ // 确保输出目录存在
+ EnsureFolderExists(outputPath);
+
+ _logMessages.Clear();
+ int count = 0;
+ GameObject lastPrefab = null;
+
+ int total = selectedSprites.Count;
+ for (int idx = 0; idx < total; idx++)
+ {
+ var sprite = selectedSprites[idx];
+ if (EditorUtility.DisplayCancelableProgressBar("生成预制体",
+ $"正在生成 {sprite.name}... ({idx + 1}/{total})", (float)idx / total))
+ break;
+
+ var prefab = GenerateSingle(sprite, groundClipMat, echoOutlineMat);
+ if (prefab != null)
+ {
+ count++;
+ lastPrefab = prefab;
+ }
+ }
+ EditorUtility.ClearProgressBar();
+
+ // 保存并刷新
+ AssetDatabase.SaveAssets();
+ AssetDatabase.Refresh();
+
+ _logMessages.Add($"✓ 共生成 {count} 个预制体 → {outputPath}");
+ Debug.Log($"[SpritePrefabGenerator] 共生成 {count} 个预制体");
+
+ if (lastPrefab != null)
+ {
+ Selection.activeObject = lastPrefab;
+ EditorGUIUtility.PingObject(lastPrefab);
+ }
+
+ Repaint();
+
+ if (count > 0)
+ EditorUtility.DisplayDialog("完成", $"已生成 {count} 个预制体\n路径:{outputPath}", "确定");
+ }
+
+ // ======================== 生成单个预制体 ========================
+ private GameObject GenerateSingle(Sprite sprite, Material groundClipMat, Material echoOutlineMat)
+ {
+ // 清理文件名中的非法字符
+ string spriteName = SanitizeFileName(sprite.name);
+ string prefabPath = $"{outputPath}/{spriteName}.prefab";
+
+ // ---- 父物体 ----
+ GameObject root = new GameObject(sprite.name); // GameObject 名用原始名
+ root.transform.localPosition = Vector3.zero;
+ root.transform.localRotation = Quaternion.identity;
+ root.transform.localScale = Vector3.one;
+
+ // 父物体 SpriteRenderer
+ var parentSR = root.AddComponent();
+ parentSR.sprite = sprite;
+ parentSR.sharedMaterial = groundClipMat;
+ parentSR.sortingOrder = 1;
+
+ // ---- 子物体 EchoOutline ----
+ GameObject child = new GameObject("EchoOutline");
+ child.transform.SetParent(root.transform, false);
+ child.transform.localPosition = Vector3.zero;
+ child.transform.localRotation = Quaternion.identity;
+ child.transform.localScale = Vector3.one;
+
+ // 子物体 SpriteRenderer
+ var childSR = child.AddComponent();
+ childSR.sprite = sprite;
+ childSR.sharedMaterial = echoOutlineMat;
+ childSR.sortingOrder = 10001;
+
+ // 子物体 Collider(根据 Sprite Pivot 自动设置)
+ SetupCollider2D(child, sprite);
+
+ // 保存为预制体并验证结果
+ bool success;
+ PrefabUtility.SaveAsPrefabAsset(root, prefabPath, out success);
+ Object.DestroyImmediate(root);
+
+ if (success)
+ {
+ var asset = AssetDatabase.LoadAssetAtPath(prefabPath);
+ _logMessages.Add($"✓ {spriteName}.prefab");
+ Debug.Log($"[SpritePrefabGenerator] ✓ 已创建预制体:{prefabPath}");
+ return asset;
+ }
+ else
+ {
+ _logMessages.Add($"✗ {spriteName}.prefab 保存失败");
+ Debug.LogWarning($"[SpritePrefabGenerator] ✗ 保存失败:{prefabPath}");
+ return null;
+ }
+ }
+
+ // ======================== Collider 设置 ========================
+
+ ///
+ /// 根据 Sprite 的 Pivot 自动设置 2D Collider。
+ /// 优先使用 Sprite Physics Shape(精灵物理轮廓),
+ /// 若无则使用 Sprite 边界矩形(考虑 Pivot 偏移)。
+ ///
+ private void SetupCollider2D(GameObject go, Sprite sprite)
+ {
+ float ppu = sprite.pixelsPerUnit;
+ Vector2 pivot = sprite.pivot; // 像素坐标(用于 BoxCollider fallback)
+
+ // 尝试使用 Sprite Physics Shape
+ // 注意:GetPhysicsShape 返回的坐标已经是像素单位且相对于 Pivot,
+ // 因此只需除以 PPU 即可转为世界单位
+ List paths = GetSpritePhysicsShape(sprite);
+
+ if (paths != null && paths.Count > 0)
+ {
+ var poly = go.AddComponent();
+ poly.pathCount = paths.Count;
+
+ for (int i = 0; i < paths.Count; i++)
+ {
+ var worldPoints = new Vector2[paths[i].Length];
+ for (int j = 0; j < paths[i].Length; j++)
+ {
+ // Physics shape 坐标 = 像素、相对 pivot → 除以 PPU 得到世界单位
+ worldPoints[j] = paths[i][j] / ppu;
+ }
+ poly.SetPath(i, worldPoints);
+ }
+ }
+ else
+ {
+ // Fallback:基于 Sprite 边界矩形 + Pivot 偏移
+ var box = go.AddComponent();
+ Vector2 sizePx = new Vector2(sprite.rect.width, sprite.rect.height);
+ box.size = sizePx / ppu;
+ box.offset = (sizePx * 0.5f - pivot) / ppu;
+ }
+ }
+
+ ///
+ /// 读取 Sprite 的物理形状(Physics Shape),返回路径列表。
+ ///
+ private List GetSpritePhysicsShape(Sprite sprite)
+ {
+ var result = new List();
+ int pathCount = sprite.GetPhysicsShapeCount();
+
+ for (int i = 0; i < pathCount; i++)
+ {
+ var points = new List();
+ sprite.GetPhysicsShape(i, points);
+ if (points.Count >= 3)
+ result.Add(points.ToArray());
+ }
+
+ return result;
+ }
+
+ ///
+ /// 清理文件名中的非法字符(/\:*?"<>|)。
+ ///
+ private static string SanitizeFileName(string name)
+ {
+ foreach (char c in System.IO.Path.GetInvalidFileNameChars())
+ name = name.Replace(c, '_');
+ return name;
+ }
+
+ // ======================== 工具方法 ========================
+
+ ///
+ /// 确保 Asset 目录链存在(递归创建)。
+ ///
+ private void EnsureFolderExists(string folderPath)
+ {
+ if (AssetDatabase.IsValidFolder(folderPath)) return;
+
+ string parent = System.IO.Path.GetDirectoryName(folderPath).Replace('\\', '/');
+ if (!string.IsNullOrEmpty(parent) && !AssetDatabase.IsValidFolder(parent))
+ EnsureFolderExists(parent);
+
+ string folderName = System.IO.Path.GetFileName(folderPath);
+ AssetDatabase.CreateFolder(parent, folderName);
+ }
+}
diff --git a/unity/Assets/Editor/SpritePrefabGeneratorWindow.cs.meta b/unity/Assets/Editor/SpritePrefabGeneratorWindow.cs.meta
new file mode 100644
index 0000000..5475c01
--- /dev/null
+++ b/unity/Assets/Editor/SpritePrefabGeneratorWindow.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: CnJN4yuuVS5Wf/PNKiPQ1fL6yVp7upI9SUuH4LYltKB4Hoa0FkblRSU=
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity/Assets/Light/shaders/IndianOcean_DarknessOverlay.mat b/unity/Assets/Light/shaders/IndianOcean_DarknessOverlay.mat
index 2abee3a..93efba6 100644
--- a/unity/Assets/Light/shaders/IndianOcean_DarknessOverlay.mat
+++ b/unity/Assets/Light/shaders/IndianOcean_DarknessOverlay.mat
@@ -31,7 +31,7 @@ Material:
- _EchoRadius: 39.41617
- _EchoWidth: 2.5
- _LightSoftness: 1
- - _MinBrightness: 0
+ - _MinBrightness: 1
m_Colors:
- _DarknessColor: {r: 0.01, g: 0.01, b: 0.02, a: 1}
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diff --git a/unity/Assets/Prefabs.meta b/unity/Assets/Prefabs.meta
new file mode 100644
index 0000000..9d6ad97
--- /dev/null
+++ b/unity/Assets/Prefabs.meta
@@ -0,0 +1,8 @@
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+guid: DS9K5nytWnNXxABl55xup6N+AZBPTa8U6mRZgrFRTG5E8vtLsGG6tf0=
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity/Assets/Prefabs/Generated.meta b/unity/Assets/Prefabs/Generated.meta
new file mode 100644
index 0000000..425a20c
--- /dev/null
+++ b/unity/Assets/Prefabs/Generated.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: XHMW4Sr+BijTZKsrDhEKH0h2BohnyRvr7SOMJTHZ6PgjbyF3T3d4WPw=
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/unity/Assets/Prefabs/Generated/door1.prefab b/unity/Assets/Prefabs/Generated/door1.prefab
new file mode 100644
index 0000000..bd7d25c
--- /dev/null
+++ b/unity/Assets/Prefabs/Generated/door1.prefab
@@ -0,0 +1,569 @@
+%YAML 1.1
+%TAG !u! tag:yousandi.cn,2023:
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