[GUI] Some fixes for animation export

- Disabled animation converting if animation export is disabled in the options
- Fixed a bug with ignoring animation selection order when exporting models with selected animationClips via the “Model” tab
This commit is contained in:
VaDiM
2025-08-10 02:23:22 +03:00
parent 054906a426
commit be11fdf14f
6 changed files with 82 additions and 79 deletions

View File

@ -23,14 +23,16 @@ namespace AssetStudio
private Dictionary<Transform, ImportedFrame> transformDictionary = new Dictionary<Transform, ImportedFrame>();
Dictionary<uint, string> morphChannelNames = new Dictionary<uint, string>();
private IEqualityComparer<AnimationClip> animationClipEqComparer = new AnimationClip.EqComparer();
private bool collectAnimationClips;
public ModelConverter(GameObject m_GameObject, ImageFormat imageFormat, AnimationClip[] animationList = null)
public ModelConverter(GameObject m_GameObject, ImageFormat imageFormat, List<AnimationClip> animationList = null)
{
collectAnimationClips = animationList == null;
this.imageFormat = imageFormat;
if (m_GameObject.m_Animator != null)
{
InitWithAnimator(m_GameObject.m_Animator);
if (animationList == null)
if (collectAnimationClips)
{
CollectAnimationClip(m_GameObject.m_Animator);
}
@ -39,20 +41,22 @@ namespace AssetStudio
{
InitWithGameObject(m_GameObject);
}
if (animationList != null)
if (animationList != null && animationList.Count > 0)
{
Logger.Debug($"Selected AnimationClip(s):\n\"{string.Join("\"\n\"", animationList.Select(x => x.m_Name))}\"");
animationClipUniqArray = animationList.Distinct(animationClipEqComparer).ToArray();
}
ConvertAnimations();
}
public ModelConverter(string rootName, List<GameObject> m_GameObjects, ImageFormat imageFormat, AnimationClip[] animationList = null)
public ModelConverter(string rootName, List<GameObject> m_GameObjects, ImageFormat imageFormat, List<AnimationClip> animationList = null)
{
collectAnimationClips = animationList == null;
this.imageFormat = imageFormat;
RootFrame = CreateFrame(rootName, Vector3.Zero, new Quaternion(0, 0, 0, 0), Vector3.One);
foreach (var m_GameObject in m_GameObjects)
{
if (m_GameObject.m_Animator != null && animationList == null)
if (m_GameObject.m_Animator != null && collectAnimationClips)
{
CollectAnimationClip(m_GameObject.m_Animator);
}
@ -66,23 +70,26 @@ namespace AssetStudio
var m_Transform = m_GameObject.m_Transform;
ConvertMeshRenderer(m_Transform);
}
if (animationList != null)
if (animationList != null && animationList.Count > 0)
{
Logger.Debug($"Selected AnimationClip(s):\n\"{string.Join("\"\n\"", animationList.Select(x => x.m_Name))}\"");
animationClipUniqArray = animationList.Distinct(animationClipEqComparer).ToArray();
}
ConvertAnimations();
}
public ModelConverter(Animator m_Animator, ImageFormat imageFormat, AnimationClip[] animationList = null)
public ModelConverter(Animator m_Animator, ImageFormat imageFormat, List<AnimationClip> animationList = null)
{
collectAnimationClips = animationList == null;
this.imageFormat = imageFormat;
InitWithAnimator(m_Animator);
if (animationList == null)
if (collectAnimationClips)
{
CollectAnimationClip(m_Animator);
}
else
else if (animationList?.Count > 0)
{
Logger.Debug($"Selected AnimationClip(s):\n\"{string.Join("\"\n\"", animationList.Select(x => x.m_Name))}\"");
animationClipUniqArray = animationList.Distinct(animationClipEqComparer).ToArray();
}
ConvertAnimations();
@ -150,7 +157,7 @@ namespace AssetStudio
ConvertMeshRenderer(m_GameObject.m_SkinnedMeshRenderer);
}
if (m_GameObject.m_Animation != null)
if (m_GameObject.m_Animation != null && collectAnimationClips)
{
var animationList = new List<AnimationClip>();
foreach (var animation in m_GameObject.m_Animation.m_Animations)
@ -775,7 +782,8 @@ namespace AssetStudio
private void ConvertAnimations()
{
var totalCount = animationClipUniqArray.Length;
Logger.Info($"Trying to convert {totalCount} animation(s)...");
if (totalCount > 0)
Logger.Info($"Trying to convert {totalCount} animation(s)...");
for (var k = 0; k < totalCount; k++)
{