YAMO-Unity6_MainProject/Packages/com.yamo.unitytools/Editor/MaterialAndTextureCollectorWindow.cs
2025-12-03 01:52:33 +09:00

421 lines
15 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
public class MaterialAndTextureTool : EditorWindow
{
private GameObject targetPrefab;
private string materialOutputPath = "Assets/DuplicatedMaterials";
private string textureOutputPath = "Assets/DuplicatedTextures";
private string moveOutputPath = "Assets/CollectedAssets";
private Dictionary<string, List<Material>> duplicateMaterialMap = new Dictionary<string, List<Material>>();
private Dictionary<string, List<Texture>> duplicateTextureMap = new Dictionary<string, List<Texture>>();
private Dictionary<Material, Material> materialCopies = new Dictionary<Material, Material>();
private Dictionary<Texture, Texture> textureCopies = new Dictionary<Texture, Texture>();
private HashSet<Material> collectedMaterials = new HashSet<Material>();
private HashSet<Texture> collectedTextures = new HashSet<Texture>();
private Vector2 scroll;
// 수정됨: "&" -> "And"로 원복하여 기존 경로와 일치시킴
[MenuItem("Tools/Material And Texture Tool")]
public static void ShowWindow()
{
// 토글 기능: 이미 열려있으면 닫고, 없으면 엽니다.
if (HasOpenInstances<MaterialAndTextureTool>())
{
GetWindow<MaterialAndTextureTool>().Close();
}
else
{
var window = GetWindow<MaterialAndTextureTool>("MatTex Tool");
window.minSize = new Vector2(600, 500);
}
}
private void OnGUI()
{
GUILayout.Label("\uD83C\uDF1F 머테리얼 & 텍스처 유틸리티", EditorStyles.boldLabel);
targetPrefab = (GameObject)EditorGUILayout.ObjectField("\uD83D\uDCE6 타겟 프리팹", targetPrefab, typeof(GameObject), true);
EditorGUILayout.BeginHorizontal();
materialOutputPath = EditorGUILayout.TextField("\uD83D\uDCC2 머테리얼 저장 경로", materialOutputPath);
if (GUILayout.Button("선택", GUILayout.Width(60)))
{
var selected = ChooseFolder(materialOutputPath);
if (!string.IsNullOrEmpty(selected)) materialOutputPath = selected;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
textureOutputPath = EditorGUILayout.TextField("\uD83D\uDCC2 텍스처 저장 경로", textureOutputPath);
if (GUILayout.Button("선택", GUILayout.Width(60)))
{
var selected = ChooseFolder(textureOutputPath);
if (!string.IsNullOrEmpty(selected)) textureOutputPath = selected;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(4);
EditorGUILayout.BeginHorizontal();
moveOutputPath = EditorGUILayout.TextField("\uD83D\uDCE6 이동 대상 경로", moveOutputPath);
if (GUILayout.Button("선택", GUILayout.Width(60)))
{
var selected = ChooseFolder(moveOutputPath);
if (!string.IsNullOrEmpty(selected)) moveOutputPath = selected;
}
EditorGUILayout.EndHorizontal();
if (GUILayout.Button("\uD83D\uDCCB 중복 이름 검사")) CollectDuplicates();
if (GUILayout.Button("\uD83D\uDD04 중복 이름 자동 변경")) RenameDuplicateAssets();
if (GUILayout.Button("\uD83D\uDD04 머테리얼 및 텍스처 복사")) DuplicateMaterialsAndTextures();
if (GUILayout.Button("\uD83D\uDCE6 중복 없으면 참조 자산 이동")) MoveReferencedAssetsIfNoDuplicates();
scroll = EditorGUILayout.BeginScrollView(scroll);
GUILayout.Space(10);
GUILayout.Label("\u26A0\uFE0F 중복된 이름의 머테리얼", EditorStyles.boldLabel);
DrawDuplicateList(duplicateMaterialMap);
GUILayout.Space(10);
GUILayout.Label("\u26A0\uFE0F 중복된 이름의 텍스처", EditorStyles.boldLabel);
DrawDuplicateList(duplicateTextureMap);
GUILayout.Space(10);
GUILayout.Label("\uD83D\uDD0D 참조된 모든 머테리얼", EditorStyles.boldLabel);
foreach (var mat in collectedMaterials)
{
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button(mat.name, GUILayout.Width(200)))
{
EditorGUIUtility.PingObject(mat);
}
EditorGUILayout.ObjectField(mat, typeof(Material), false);
EditorGUILayout.EndHorizontal();
}
GUILayout.Space(10);
GUILayout.Label("\uD83D\uDD0D 참조된 모든 텍스처", EditorStyles.boldLabel);
foreach (var tex in collectedTextures)
{
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button(tex.name, GUILayout.Width(200)))
{
EditorGUIUtility.PingObject(tex);
}
EditorGUILayout.ObjectField(tex, typeof(Texture), false);
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndScrollView();
}
void CollectDuplicates()
{
duplicateMaterialMap.Clear();
duplicateTextureMap.Clear();
collectedMaterials.Clear();
collectedTextures.Clear();
if (targetPrefab == null) return;
HashSet<Material> seenMaterials = new HashSet<Material>();
HashSet<Texture> seenTextures = new HashSet<Texture>();
var renderers = targetPrefab.GetComponentsInChildren<Renderer>(true);
foreach (var renderer in renderers)
{
foreach (var mat in renderer.sharedMaterials)
{
if (mat == null || seenMaterials.Contains(mat)) continue;
seenMaterials.Add(mat);
collectedMaterials.Add(mat);
if (!duplicateMaterialMap.ContainsKey(mat.name))
duplicateMaterialMap[mat.name] = new List<Material>();
duplicateMaterialMap[mat.name].Add(mat);
Shader shader = mat.shader;
int count = ShaderUtil.GetPropertyCount(shader);
for (int i = 0; i < count; i++)
{
string propName = ShaderUtil.GetPropertyName(shader, i);
Texture tex = mat.GetTexture(propName);
if (tex == null || seenTextures.Contains(tex)) continue;
seenTextures.Add(tex);
collectedTextures.Add(tex);
if (!duplicateTextureMap.ContainsKey(tex.name))
duplicateTextureMap[tex.name] = new List<Texture>();
duplicateTextureMap[tex.name].Add(tex);
}
}
}
}
void DrawDuplicateList<T>(Dictionary<string, List<T>> map) where T : Object
{
foreach (var pair in map)
{
if (pair.Value.Count < 2) continue;
GUILayout.Label("\u26A0\uFE0F " + pair.Key + " (" + pair.Value.Count + "개)", GetRedStyle());
foreach (var obj in pair.Value)
{
EditorGUILayout.ObjectField(obj, typeof(T), false);
}
}
}
void RenameDuplicateAssets()
{
RenameAssetGroup(duplicateMaterialMap);
RenameAssetGroup(duplicateTextureMap);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
CollectDuplicates();
}
void RenameAssetGroup<T>(Dictionary<string, List<T>> map) where T : Object
{
foreach (var pair in map)
{
if (pair.Value.Count < 2) continue;
// 경로로 안정 정렬하여 첫 번째 항목은 유지, 이후 _1, _2... 부여
List<T> items = new List<T>(pair.Value);
items.Sort((a, b) => string.CompareOrdinal(AssetDatabase.GetAssetPath(a), AssetDatabase.GetAssetPath(b)));
for (int i = 0; i < items.Count; i++)
{
if (i == 0) continue; // 첫 번째는 원래 이름 유지
var obj = items[i];
string path = AssetDatabase.GetAssetPath(obj);
if (string.IsNullOrEmpty(path)) continue;
string newName = pair.Key + "_" + i;
string result = AssetDatabase.RenameAsset(path, newName);
if (!string.IsNullOrEmpty(result))
{
Debug.LogWarning("리네이밍 실패: " + result);
}
}
}
}
void DuplicateMaterialsAndTextures()
{
if (targetPrefab == null) return;
materialCopies.Clear();
textureCopies.Clear();
EnsureFolderExists(materialOutputPath);
EnsureFolderExists(textureOutputPath);
Renderer[] renderers = targetPrefab.GetComponentsInChildren<Renderer>(true);
foreach (var renderer in renderers)
{
Material[] newMats = new Material[renderer.sharedMaterials.Length];
for (int i = 0; i < newMats.Length; i++)
{
Material orig = renderer.sharedMaterials[i];
if (orig == null) continue;
if (!materialCopies.ContainsKey(orig))
{
Material newMat = new Material(orig);
string matPath = AssetDatabase.GenerateUniqueAssetPath(materialOutputPath + "/" + orig.name + "_Copy.mat");
AssetDatabase.CreateAsset(newMat, matPath);
materialCopies[orig] = newMat;
CopyTextures(orig, newMat);
EditorUtility.SetDirty(newMat);
}
newMats[i] = materialCopies[orig];
}
Undo.RecordObject(renderer, "Apply Copied Materials");
renderer.sharedMaterials = newMats;
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
void CopyTextures(Material original, Material copy)
{
Shader shader = original.shader;
int count = ShaderUtil.GetPropertyCount(shader);
string[] maskProps = { "_MaskMap", "_OcclusionMap", "_DetailMask", "_RoughnessMap", "_MetallicGlossMap" };
for (int i = 0; i < count; i++)
{
string prop = ShaderUtil.GetPropertyName(shader, i);
Texture tex = original.GetTexture(prop);
if (tex == null) continue;
bool isTexEnv = ShaderUtil.GetPropertyType(shader, i) == ShaderUtil.ShaderPropertyType.TexEnv;
bool isMask = System.Array.IndexOf(maskProps, prop) >= 0;
if (isTexEnv || isMask)
{
if (!textureCopies.ContainsKey(tex))
{
string path = AssetDatabase.GetAssetPath(tex);
string newPath = AssetDatabase.GenerateUniqueAssetPath(textureOutputPath + "/" + tex.name + "_Copy" + Path.GetExtension(path));
AssetDatabase.CopyAsset(path, newPath);
Texture newTex = AssetDatabase.LoadAssetAtPath<Texture>(newPath);
textureCopies[tex] = newTex;
}
copy.SetTexture(prop, textureCopies[tex]);
EditorUtility.SetDirty(copy);
}
}
}
string ChooseFolder(string currentProjectRelativePath)
{
string initialAbsolute = string.Empty;
if (!string.IsNullOrEmpty(currentProjectRelativePath) && currentProjectRelativePath.StartsWith("Assets"))
{
string assetsAbsolute = Application.dataPath; // .../Project/Assets
string sub = currentProjectRelativePath.Length > 6 ? currentProjectRelativePath.Substring(6).TrimStart('/', '\\') : string.Empty;
initialAbsolute = string.IsNullOrEmpty(sub) ? assetsAbsolute : Path.Combine(assetsAbsolute, sub);
}
string selectedAbsolute = EditorUtility.OpenFolderPanel("폴더 선택", string.IsNullOrEmpty(initialAbsolute) ? Application.dataPath : initialAbsolute, "");
if (string.IsNullOrEmpty(selectedAbsolute)) return null;
string projectRelative = GetProjectRelativePath(selectedAbsolute);
if (string.IsNullOrEmpty(projectRelative))
{
EditorUtility.DisplayDialog("경고", "프로젝트 폴더(Assets) 내부의 폴더만 선택할 수 있습니다.", "확인");
return null;
}
return projectRelative;
}
bool HasDuplicates()
{
foreach (var kv in duplicateMaterialMap)
{
if (kv.Value != null && kv.Value.Count > 1) return true;
}
foreach (var kv in duplicateTextureMap)
{
if (kv.Value != null && kv.Value.Count > 1) return true;
}
return false;
}
void MoveReferencedAssetsIfNoDuplicates()
{
if (targetPrefab == null)
{
EditorUtility.DisplayDialog("알림", "타겟 프리팹을 먼저 지정하세요.", "확인");
return;
}
// 최신 상태 보장
CollectDuplicates();
if (HasDuplicates())
{
EditorUtility.DisplayDialog("중복 발견", "중복된 머테리얼 또는 텍스처 이름이 있습니다. 먼저 중복을 해결하세요.", "확인");
return;
}
EnsureFolderExists(moveOutputPath);
string materialsFolder = moveOutputPath.TrimEnd('/', '\\') + "/Materials";
string texturesFolder = moveOutputPath.TrimEnd('/', '\\') + "/Textures";
EnsureFolderExists(materialsFolder);
EnsureFolderExists(texturesFolder);
// 이동 대상 수집: 현재 수집된 세트 사용 (분리)
List<string> materialPaths = new List<string>();
foreach (var mat in collectedMaterials)
{
string p = AssetDatabase.GetAssetPath(mat);
if (!string.IsNullOrEmpty(p)) materialPaths.Add(p);
}
List<string> texturePaths = new List<string>();
foreach (var tex in collectedTextures)
{
string p = AssetDatabase.GetAssetPath(tex);
if (!string.IsNullOrEmpty(p)) texturePaths.Add(p);
}
int totalToMove = materialPaths.Count + texturePaths.Count;
if (totalToMove == 0)
{
EditorUtility.DisplayDialog("알림", "이동할 참조 자산이 없습니다.", "확인");
return;
}
int moved = 0;
foreach (var srcPath in materialPaths)
{
string fileName = Path.GetFileName(srcPath);
string dstPath = AssetDatabase.GenerateUniqueAssetPath(materialsFolder + "/" + fileName);
string err = AssetDatabase.MoveAsset(srcPath, dstPath);
if (string.IsNullOrEmpty(err)) moved++;
else Debug.LogWarning($"이동 실패(머테리얼): {srcPath} -> {dstPath} : {err}");
}
foreach (var srcPath in texturePaths)
{
string fileName = Path.GetFileName(srcPath);
string dstPath = AssetDatabase.GenerateUniqueAssetPath(texturesFolder + "/" + fileName);
string err = AssetDatabase.MoveAsset(srcPath, dstPath);
if (string.IsNullOrEmpty(err)) moved++;
else Debug.LogWarning($"이동 실패(텍스처): {srcPath} -> {dstPath} : {err}");
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
CollectDuplicates();
EditorUtility.DisplayDialog("완료", $"이동 완료: {moved}/{totalToMove}", "확인");
}
string GetProjectRelativePath(string absolutePath)
{
if (string.IsNullOrEmpty(absolutePath)) return null;
string assetsAbsolute = Application.dataPath.Replace('\\', '/');
string normalized = absolutePath.Replace('\\', '/');
if (!normalized.StartsWith(assetsAbsolute)) return null;
string sub = normalized.Substring(assetsAbsolute.Length).TrimStart('/');
return string.IsNullOrEmpty(sub) ? "Assets" : "Assets/" + sub;
}
void EnsureFolderExists(string projectRelativePath)
{
if (string.IsNullOrEmpty(projectRelativePath)) return;
projectRelativePath = projectRelativePath.Replace('\\', '/');
if (!projectRelativePath.StartsWith("Assets"))
{
Debug.LogWarning($"프로젝트 상대 경로가 아닙니다: {projectRelativePath}. 'Assets'로 시작해야 합니다.");
return;
}
if (AssetDatabase.IsValidFolder(projectRelativePath)) return;
string[] parts = projectRelativePath.Split('/');
string current = parts[0]; // Assets
for (int i = 1; i < parts.Length; i++)
{
string next = current + "/" + parts[i];
if (!AssetDatabase.IsValidFolder(next))
{
AssetDatabase.CreateFolder(current, parts[i]);
}
current = next;
}
}
GUIStyle GetRedStyle()
{
var style = new GUIStyle(EditorStyles.label);
style.normal.textColor = Color.red;
return style;
}
}