248 lines
7.4 KiB
C#
248 lines
7.4 KiB
C#
using UnityEngine;
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using System.IO;
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using Entum;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace EasyMotionRecorder
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{
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public class SavePathManager : MonoBehaviour
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{
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[Header("저장 경로 설정")]
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[SerializeField] private string motionSavePath = "Assets/Resources/Motion";
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[Header("설정")]
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[SerializeField] private bool createSubdirectories = true;
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[Header("자동 출력 옵션")]
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[SerializeField] private bool exportHumanoidOnSave = false;
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[SerializeField] private bool exportGenericOnSave = false;
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[SerializeField] private bool exportFBXAsciiOnSave = false;
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[SerializeField] private bool exportFBXBinaryOnSave = false;
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[Header("인스턴스 설정")]
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[SerializeField] private string instanceID = "";
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[SerializeField] private bool useDontDestroyOnLoad = false;
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// 같은 오브젝트의 컴포넌트 참조
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private MotionDataRecorder motionRecorder;
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private FaceAnimationRecorder faceRecorder;
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private ObjectMotionRecorder objectRecorder;
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public bool ExportHumanoidOnSave => exportHumanoidOnSave;
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public bool ExportGenericOnSave => exportGenericOnSave;
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public bool ExportFBXAsciiOnSave => exportFBXAsciiOnSave;
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public bool ExportFBXBinaryOnSave => exportFBXBinaryOnSave;
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public string InstanceID => instanceID;
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private void Awake()
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{
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// 인스턴스 ID가 비어있으면 자동 생성
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if (string.IsNullOrEmpty(instanceID))
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{
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instanceID = System.Guid.NewGuid().ToString().Substring(0, 8);
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}
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// DontDestroyOnLoad 설정 (선택적)
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if (useDontDestroyOnLoad)
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{
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DontDestroyOnLoad(gameObject);
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}
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// 같은 오브젝트의 컴포넌트들 찾기
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FindAndSetupComponents();
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InitializePaths();
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}
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private void FindAndSetupComponents()
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{
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// 같은 오브젝트에서 컴포넌트들 찾기
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motionRecorder = GetComponent<MotionDataRecorder>();
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faceRecorder = GetComponent<FaceAnimationRecorder>();
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objectRecorder = GetComponent<ObjectMotionRecorder>();
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// 각 컴포넌트에 인스턴스 ID 설정
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if (motionRecorder != null)
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{
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motionRecorder.SetInstanceID(instanceID);
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motionRecorder.SetSavePathManager(this);
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}
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if (faceRecorder != null)
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{
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faceRecorder.SetInstanceID(instanceID);
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faceRecorder.SetSavePathManager(this);
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}
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if (objectRecorder != null)
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{
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objectRecorder.SetInstanceID(instanceID);
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objectRecorder.SetSavePathManager(this);
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}
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}
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private void InitializePaths()
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{
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if (createSubdirectories)
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{
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CreateDirectoryIfNotExists(motionSavePath);
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}
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}
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private void CreateDirectoryIfNotExists(string path)
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{
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if (!Directory.Exists(path))
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{
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Directory.CreateDirectory(path);
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#if UNITY_EDITOR
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AssetDatabase.Refresh();
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#endif
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}
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}
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public static DirectoryInfo SafeCreateDirectory(string path)
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{
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if (!Directory.Exists(path))
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{
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return Directory.CreateDirectory(path);
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}
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return new DirectoryInfo(path);
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}
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public string GetMotionSavePath()
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{
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return motionSavePath;
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}
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public string GetFacialSavePath()
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{
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return motionSavePath; // 통합된 경로 사용
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}
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public string GetObjectSavePath()
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{
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return motionSavePath; // 통합된 경로 사용
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}
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public void SetMotionSavePath(string path)
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{
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motionSavePath = path;
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if (createSubdirectories)
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CreateDirectoryIfNotExists(path);
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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public void SetFacialSavePath(string path)
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{
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// 통합된 경로이므로 모션 저장 경로와 동일하게 설정
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SetMotionSavePath(path);
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}
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public void SetObjectSavePath(string path)
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{
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// 통합된 경로이므로 모션 저장 경로와 동일하게 설정
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SetMotionSavePath(path);
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}
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private void SetCreateSubdirectories(bool create)
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{
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createSubdirectories = create;
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if (create)
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{
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InitializePaths();
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}
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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private void SetInstanceID(string id)
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{
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instanceID = id;
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// 모든 컴포넌트에 새 인스턴스 ID 적용
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if (motionRecorder != null) motionRecorder.SetInstanceID(id);
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if (faceRecorder != null) faceRecorder.SetInstanceID(id);
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if (objectRecorder != null) objectRecorder.SetInstanceID(id);
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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private void SetUseDontDestroyOnLoad(bool use)
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{
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useDontDestroyOnLoad = use;
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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public void ResetToDefaults()
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{
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motionSavePath = "Assets/Resources/Motion";
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createSubdirectories = true;
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// 자동 출력 옵션 초기화
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exportHumanoidOnSave = false;
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exportGenericOnSave = false;
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exportFBXAsciiOnSave = false;
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exportFBXBinaryOnSave = false;
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InitializePaths();
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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// 인스턴스별 고유 경로 생성
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public string GetInstanceSpecificPath(string basePath)
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{
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if (string.IsNullOrEmpty(instanceID))
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return basePath;
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string directory = Path.GetDirectoryName(basePath);
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string fileName = Path.GetFileNameWithoutExtension(basePath);
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string extension = Path.GetExtension(basePath);
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return Path.Combine(directory, $"{fileName}_{instanceID}{extension}");
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}
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// 자동 출력 옵션 설정 (private으로 변경)
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private void SetExportHumanoidOnSave(bool value)
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{
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exportHumanoidOnSave = value;
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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private void SetExportGenericOnSave(bool value)
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{
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exportGenericOnSave = value;
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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private void SetExportFBXAsciiOnSave(bool value)
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{
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exportFBXAsciiOnSave = value;
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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private void SetExportFBXBinaryOnSave(bool value)
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{
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exportFBXBinaryOnSave = value;
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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#endif
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}
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}
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} |