Merge branch 'release_1' into pr/615

This commit is contained in:
minenice55 2024-01-14 13:18:33 -05:00
commit 96608151b6
244 changed files with 80663 additions and 39909 deletions

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@ -1,65 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Bread2Unity
{
public class BCCAD : IDataModel
{
public BCCAD Read(byte[] bytes)
{
sheetW = BitConverter.ToUInt16(bytes, 4);
sheetH = BitConverter.ToUInt16(bytes, 6);
// int max = (bytes[8] * 2) + 12;
int max = 64 * bytes[8] + 12;
// note this doesn't account for empty sprites, but I'll get there when i get there
for (int i = 12; i < max; i += 2) // 16 bit bytes, skip every 2nd byte
{
ISprite spriteParts_ = new ISprite();
int compare = 0;
for (int j = 0; j < bytes[i]; j++)
{
int ind = i + 4 + (64 * j);
ISpritePart part = new ISpritePart();
part.regionX = BitConverter.ToUInt16(bytes, ind + 0);
part.regionY = BitConverter.ToUInt16(bytes, ind + 2);
part.regionW = BitConverter.ToUInt16(bytes, ind + 4);
part.regionH = BitConverter.ToUInt16(bytes, ind + 6);
part.posX = BitConverter.ToInt16(bytes, ind + 8);
part.posY = BitConverter.ToInt16(bytes, ind + 10);
part.stretchX = BitConverter.ToSingle(bytes, ind + 12);
part.stretchY = BitConverter.ToSingle(bytes, ind + 14);
part.rotation = BitConverter.ToSingle(bytes, ind + 16);
part.flipX = bytes[ind + 18] != (byte)0;
part.flipY = bytes[ind + 20] != (byte)0;
// im sure the values between 20 and 28 are important so remind me to come back to these
part.opacity = bytes[ind + 28];
Debug.Log("offset: " + ind + ", val: " + part.regionX);
spriteParts_.parts.Add(part);
compare += 64;
}
sprites.Add(spriteParts_);
i += compare;
}
return new BCCAD()
{
};
}
/// sprites length bytes start = 12
}
}

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@ -1,55 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEditor;
using Starpelly;
namespace Bread2Unity
{
public class Bread2Unity : EditorWindow
{
public const string editorFolderName = "bread2unity";
[MenuItem("Tools/bread2unity")]
public static void ShowWindow()
{
EditorWindow.GetWindow<Bread2Unity>("bread2unity");
}
public void OnGUI()
{
Texture logo = (Texture)AssetDatabase.LoadAssetAtPath($"Assets/Editor/{editorFolderName}/logo.png", typeof(Texture));
GUILayout.Box(logo, new GUILayoutOption[] { GUILayout.ExpandWidth(true), GUILayout.Height(60) });
GUILayout.Space(30);
GUIStyle desc = EditorStyles.label;
desc.wordWrap = true;
desc.fontStyle = FontStyle.BoldAndItalic;
GUILayout.Box("bread2unity is a tool built with the purpose of converting RH Megamix and Fever animations to unity. And to generally speed up development by a lot." +
"\nCreated by Starpelly.", desc);
GUILayout.Space(120);
if (GUILayout.Button("Test"))
{
string path = EditorUtility.OpenFilePanel("Open BCCAD File", null, "bccad");
if (path.Length != 0)
{
var fileContent = File.ReadAllBytes(path);
new BCCAD().Read(fileContent);
}
}
GUILayout.BeginHorizontal();
if (GUILayout.Button("Bread Download", GUILayout.Height(40)))
{
Application.OpenURL("https://github.com/rhmodding/bread");
}
GUILayout.EndHorizontal();
}
}
}

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@ -1,24 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Bread2Unity
{
public class IAnimation
{
public List<IAnimationStep> steps;
}
public class IAnimationStep
{
public ushort spriteIndex;
public ushort delay;
public float stretchX;
public float stretchY;
public float rotation;
public byte opacity;
}
}

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using System.Collections;
using System.Collections.Generic;
namespace Bread2Unity
{
public class IDataModel
{
public List<ISprite> sprites = new List<ISprite>();
public List<IAnimation> animations = new List<IAnimation>();
public int sheetW;
public int sheetH;
}
}

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using System.Collections;
using System.Collections.Generic;
namespace Bread2Unity
{
public class ISprite
{
public List<ISpritePart> parts = new List<ISpritePart>();
}
public class ISpritePart
{
public ushort regionX;
public ushort regionY;
public ushort regionW;
public ushort regionH;
public short posX;
public short posY;
public float stretchX;
public float stretchY;
public float rotation;
public bool flipX;
public bool flipY;
public byte opacity;
}
}

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@ -1,2 +0,0 @@
# bread2unity
Rhythm Heaven animation to Unity animation converter

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View file

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