Merge branch 'develop' of https://git.pthub.vn/Unity/perfect-world-unity into feature/optimate

This commit is contained in:
VuNgocHaiC7
2026-04-25 18:05:53 +07:00
4 changed files with 340 additions and 8 deletions
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fileFormatVersion: 2
guid: ace5809ec565f244b96e257e231b4abc
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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// UTF-8 with BOM — required for Chinese character paths
using System.Collections.Generic;
using System.IO;
using System.Text;
using BrewMonster.Scripts.ECModel;
using UnityEditor;
using UnityEngine;
public class CombineActionSOAssigner : EditorWindow
{
// Fixed — this is always where the weapon prefabs live
private const string PrefabRootPath = "Assets/ModelRenderer/Art/Models/models/weapons";
// Log files land next to the project's Logs/ folder
private static readonly string LogDir = Path.GetFullPath("Logs/SOAssigner");
private string _soRootPath = "Assets/ModelRenderer/Art/Models/models/weapons";
private bool _isDryRun = true;
private Vector2 _scrollPos;
private readonly List<string> _log = new();
private string _lastLogFile;
private static readonly GUIStyle HeaderStyle = new(EditorStyles.boldLabel)
{
fontSize = 14
};
[MenuItem("Tools/Brew Monster/Combine Action SO Assigner")]
public static void ShowWindow()
{
var win = GetWindow<CombineActionSOAssigner>(false, "SO Assigner", true);
win.minSize = new Vector2(520, 480);
}
private void OnGUI()
{
DrawHeader();
DrawConfig();
DrawButtons();
DrawLog();
}
// ── UI sections ──────────────────────────────────────────────────────────
private void DrawHeader()
{
EditorGUILayout.Space(6);
EditorGUILayout.LabelField("Combine Action SO Assigner", HeaderStyle);
EditorGUILayout.LabelField("Batch-assigns CombinedActionSO assets to weapon prefabs.", EditorStyles.miniLabel);
DrawSeparator();
}
private void DrawConfig()
{
EditorGUILayout.LabelField("Paths", EditorStyles.boldLabel);
using (new EditorGUI.DisabledScope(true))
EditorGUILayout.TextField("Prefab Root (fixed)", PrefabRootPath);
_soRootPath = EditorGUILayout.TextField("SO Root Path", _soRootPath);
EditorGUILayout.HelpBox(
"SO Root must mirror the prefab folder tree.\n" +
"e.g. SO: {SO Root}/人物/刀剑/15品单刀/15品单刀.asset\n" +
" Prefab: " + PrefabRootPath + "/人物/刀剑/15品单刀/15品单刀.prefab",
MessageType.Info);
DrawSeparator();
EditorGUILayout.LabelField("Options", EditorStyles.boldLabel);
_isDryRun = EditorGUILayout.Toggle("Dry Run (no writes)", _isDryRun);
if (_isDryRun)
EditorGUILayout.HelpBox("Dry Run ON — matches will be logged but nothing will be saved to disk.", MessageType.Warning);
else
EditorGUILayout.HelpBox("Dry Run OFF — prefabs WILL be modified and saved.", MessageType.Error);
DrawSeparator();
}
private void DrawButtons()
{
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Orphan Check", GUILayout.Height(30)))
RunOrphanCheck();
GUI.backgroundColor = _isDryRun ? Color.yellow : Color.red;
if (GUILayout.Button(_isDryRun ? "Run (Dry)" : "Run (LIVE — writes disk)", GUILayout.Height(30)))
RunAssignment();
GUI.backgroundColor = Color.white;
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(4);
}
private void DrawLog()
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Log", EditorStyles.boldLabel);
if (!string.IsNullOrEmpty(_lastLogFile) && GUILayout.Button("Open Log File", GUILayout.Width(100)))
EditorUtility.RevealInFinder(_lastLogFile);
if (GUILayout.Button("Clear", GUILayout.Width(60)))
{
_log.Clear();
_lastLogFile = null;
}
EditorGUILayout.EndHorizontal();
if (!string.IsNullOrEmpty(_lastLogFile))
EditorGUILayout.LabelField(_lastLogFile, EditorStyles.miniLabel);
_scrollPos = EditorGUILayout.BeginScrollView(_scrollPos, GUILayout.ExpandHeight(true));
foreach (var line in _log)
EditorGUILayout.LabelField(line, EditorStyles.wordWrappedLabel);
EditorGUILayout.EndScrollView();
}
private static void DrawSeparator()
{
EditorGUILayout.Space(4);
Rect r = EditorGUILayout.GetControlRect(false, 1);
EditorGUI.DrawRect(r, new Color(0.5f, 0.5f, 0.5f, 0.5f));
EditorGUILayout.Space(4);
}
// ── Core logic ───────────────────────────────────────────────────────────
private void RunOrphanCheck()
{
_log.Clear();
_log.Add("=== ORPHAN CHECK ===");
string[] guids = AssetDatabase.FindAssets("t:Prefab", new[] { PrefabRootPath });
int orphans = 0;
var fileLines = new List<string> { $"=== ORPHAN CHECK {Timestamp()} ===" };
foreach (string guid in guids)
{
string prefabPath = AssetDatabase.GUIDToAssetPath(guid);
string soPath = BuildSOPath(prefabPath);
if (AssetDatabase.LoadAssetAtPath<CombinedActionSO>(soPath) == null)
{
string line1 = $"[ORPHAN] {Path.GetFileNameWithoutExtension(prefabPath)}";
string line2 = $" expected SO: {soPath}";
_log.Add(line1);
_log.Add(line2);
fileLines.Add(line1);
fileLines.Add(line2);
orphans++;
}
}
string summary = $"=== {orphans} orphan(s) out of {guids.Length} prefab(s) ===";
_log.Add(summary);
fileLines.Add(summary);
_lastLogFile = WriteLogFile("OrphanCheck", fileLines);
Debug.Log($"[SO Assigner] Orphan Check — {orphans}/{guids.Length} orphans. Log: {_lastLogFile}");
Repaint();
}
private void RunAssignment()
{
_log.Clear();
string header = _isDryRun ? "=== DRY RUN ===" : "=== LIVE RUN ===";
_log.Add(header);
string[] guids = AssetDatabase.FindAssets("t:Prefab", new[] { PrefabRootPath });
int matched = 0, skipped = 0, failed = 0;
var fileLines = new List<string> { $"{header} {Timestamp()}" };
try
{
for (int i = 0; i < guids.Length; i++)
{
string prefabPath = AssetDatabase.GUIDToAssetPath(guids[i]);
string prefabName = Path.GetFileNameWithoutExtension(prefabPath);
string soPath = BuildSOPath(prefabPath);
EditorUtility.DisplayProgressBar(
"Assigning CombinedActionSO",
prefabName,
(float)i / guids.Length);
CombinedActionSO so = AssetDatabase.LoadAssetAtPath<CombinedActionSO>(soPath);
if (so == null)
{
string skipLine = $"[SKIP] {prefabName} → {soPath}";
fileLines.Add(skipLine);
if (!_isDryRun)
_log.Add(skipLine); // window only gets skips in live mode
skipped++;
continue;
}
if (_isDryRun)
{
// File gets every match; window stays quiet
fileLines.Add($"[MATCH] {prefabName} → {soPath}");
matched++;
}
else
{
if (!TryAssign(prefabPath, so, out string error))
{
string errLine = $"[ERROR] {prefabName} — {error}";
_log.Add(errLine);
fileLines.Add(errLine);
failed++;
}
else
{
fileLines.Add($"[OK] {prefabName}");
matched++;
}
}
// Memory management every 100 items
if (i > 0 && i % 100 == 0)
{
Resources.UnloadUnusedAssets();
System.GC.Collect();
}
}
}
finally
{
EditorUtility.ClearProgressBar();
}
if (!_isDryRun)
AssetDatabase.SaveAssets();
string summary = $"matched: {matched}, skipped: {skipped}, failed: {failed} (total: {guids.Length})";
string summaryLine = $"=== DONE — {summary} ===";
_log.Add(summaryLine);
fileLines.Add(summaryLine);
_lastLogFile = WriteLogFile(_isDryRun ? "DryRun" : "LiveRun", fileLines);
Debug.Log($"[SO Assigner] {(_isDryRun ? "DRY RUN" : "LIVE")} — {summary} | Log: {_lastLogFile}");
if (skipped > 0)
Debug.LogWarning($"[SO Assigner] {skipped} unmatched prefab(s) — see log file for details: {_lastLogFile}");
Repaint();
}
private static bool TryAssign(string prefabPath, CombinedActionSO so, out string error)
{
error = null;
GameObject root = null;
try
{
root = PrefabUtility.LoadPrefabContents(prefabPath);
CombineActHolder holder = root.GetComponent<CombineActHolder>();
if (holder == null)
{
error = "CombineActHolder not found on root GameObject";
return false;
}
using SerializedObject serializedHolder = new(holder);
SerializedProperty prop = serializedHolder.FindProperty("combinedActionSO");
if (prop == null)
{
error = "SerializedProperty 'combinedActionSO' not found";
return false;
}
prop.objectReferenceValue = so;
serializedHolder.ApplyModifiedPropertiesWithoutUndo();
PrefabUtility.SaveAsPrefabAsset(root, prefabPath);
return true;
}
catch (System.Exception ex)
{
error = ex.Message;
return false;
}
finally
{
if (root != null)
PrefabUtility.UnloadPrefabContents(root);
}
}
// ── File logging ─────────────────────────────────────────────────────────
private static string WriteLogFile(string prefix, List<string> lines)
{
Directory.CreateDirectory(LogDir);
string fileName = $"{prefix}_{System.DateTime.Now:yyyy-MM-dd_HH-mm-ss}.log";
string fullPath = Path.Combine(LogDir, fileName);
File.WriteAllLines(fullPath, lines, new UTF8Encoding(encoderShouldEmitUTF8Identifier: true));
return fullPath;
}
private static string Timestamp() =>
System.DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss");
// ── Path helpers ─────────────────────────────────────────────────────────
/// <summary>
/// Maps a prefab path to its expected SO path using mirror structure.
/// Prefab: Assets/ModelRenderer/Art/Models/models/weapons/X/Y/Z.prefab
/// SO: {_soRootPath}/X/Y/Z.asset
/// </summary>
private string BuildSOPath(string prefabPath)
{
string relative = prefabPath.Substring(PrefabRootPath.Length).TrimStart('/');
string assetRelative = Path.ChangeExtension(relative, ".asset").Replace('\\', '/');
return _soRootPath.TrimEnd('/') + "/" + assetRelative;
}
}
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fileFormatVersion: 2
guid: 9a82642463c35e244802b6f20f754c7a
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@@ -681,20 +681,21 @@ public class CECModel
{
foreach(var eventInfo in eventInfoList)
{
if(eventInfo.m_nType == 0)
//0 is sound event
if (eventInfo is FX_BASE_INFO sfx)
{
//0 is sound event
if (eventInfo is FX_BASE_INFO sfx)
if(sfx.m_strFilePaths != null && sfx.m_strFilePaths.Count > 0)
{
if(sfx.m_strFilePaths != null && sfx.m_strFilePaths.Count > 0)
string soundpath = AFile.NormalizePath(sfx.m_strFilePaths[0],true);
//we need to determine sfx and gfx. now we dont have logic for this path
if(soundpath.Contains("gfx"))
{
string soundpath = AFile.NormalizePath(sfx.m_strFilePaths[0],true);
soundpath = soundpath.ToLower();
SFXManager.Instance.PlaySkillSfxAtPointAsync(soundpath, Vector3.zero).Forget();
continue;
}
soundpath = soundpath.ToLower();
SFXManager.Instance.PlaySkillSfxAtPointAsync(soundpath, Vector3.zero).Forget();
}
}
}
}
return true;