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								namespace MagicaVoxelToolbox {
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									using System.Collections;
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									using System.Collections.Generic;
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									using UnityEngine;
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									using UnityEditor;
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									public class VoxelPostprocessor : AssetPostprocessor {
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										public struct SpriteConfig {
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											public int width;
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											public int height;
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											public string[] Names;
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											public Vector2[] Pivots;
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											public Rect[] spriteRects;
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										}
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										private static Dictionary<string, string> AssetMap = new Dictionary<string, string>();
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										private static Dictionary<string, SpriteConfig> SpriteMap = new Dictionary<string, SpriteConfig>();
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										private static List<string> TextureList = new List<string>();
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										public static Shader TheShader;
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										public static string TheMainTextKeyword = "_MainTex";
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										private static bool Screenshot = false;
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										// API
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										public static void AddObj (string objPath, string texturePath) {
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											objPath = Util.GetFullPath(objPath);
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											if (!AssetMap.ContainsKey(objPath)) {
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												AssetMap.Add(objPath, texturePath);
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											}
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										}
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										public static void AddTexture (string texturePath) {
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											Screenshot = false;
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											texturePath = Util.GetFullPath(texturePath);
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											if (!TextureList.Contains(texturePath)) {
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												TextureList.Add(texturePath);
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											}
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										}
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										public static void AddSprite (string path, SpriteConfig config) {
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											path = Util.GetFullPath(path);
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											if (!SpriteMap.ContainsKey(path)) {
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												SpriteMap.Add(path, config);
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											}
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										}
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										public static void AddScreenshot (string texturePath) {
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											AddTexture(texturePath);
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											Screenshot = true;
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										}
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										public static void ClearAsset () {
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											AssetMap.Clear();
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											TextureList.Clear();
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											SpriteMap.Clear();
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										}
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										// LGC
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										private void OnPreprocessModel () {
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											string fullPath = Util.GetFullPath(assetImporter.assetPath);
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											ModelImporter mi = assetImporter as ModelImporter;
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											if (AssetMap.ContainsKey(fullPath)) {
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												string texturePath = AssetMap[fullPath];
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												mi.materialSearch = ModelImporterMaterialSearch.Local;
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												mi.materialName = ModelImporterMaterialName.BasedOnTextureName;
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												mi.normalCalculationMode = ModelImporterNormalCalculationMode.Unweighted_Legacy;
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												mi.importNormals = ModelImporterNormals.Import;
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								#if (UNITY_2019 && !UNITY_2019_1 && !UNITY_2019_2) || UNITY_2020 || UNITY_2021 || UNITY_2022 || UNITY_9999999999
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												mi.materialImportMode = ModelImporterMaterialImportMode.ImportViaMaterialDescription;
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								#else
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												mi.importMaterials = true;
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								#endif
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												mi.importAnimation = false;
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												mi.importBlendShapes = false;
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								#if UNITY_2018 || UNITY_2019 || UNITY_2020 || UNITY_2021 || UNITY_2022 || UNITY_9999999999
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												mi.materialLocation = ModelImporterMaterialLocation.InPrefab;
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												EditorApplication.delayCall += () => {
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													Material mat = null;
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													Object[] things = AssetDatabase.LoadAllAssetRepresentationsAtPath(assetImporter.assetPath);
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													foreach (Object o in things) {
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														if (o is Material) {
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															mat = o as Material;
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															mat.shader = TheShader;
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														}
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													}
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													if (mat) {
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														EditorApplication.delayCall += () => {
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															mat.SetTexture(
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																TheMainTextKeyword, 
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																AssetDatabase.LoadAssetAtPath<Texture2D>(Util.FixedRelativePath(texturePath))
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															);
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														};
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													}
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												};
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								#endif
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											}
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										}
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										private void OnPreprocessTexture () {
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											string fullPath = Util.GetFullPath(assetImporter.assetPath);
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											TextureImporter ti = assetImporter as TextureImporter;
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											if (TextureList.Contains(fullPath)) {
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												ti.alphaIsTransparency = Screenshot;
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												ti.isReadable = true;
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												ti.mipmapEnabled = false;
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												ti.npotScale = TextureImporterNPOTScale.None;
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												ti.filterMode = Screenshot ? FilterMode.Bilinear : FilterMode.Point;
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												ti.textureCompression = TextureImporterCompression.Uncompressed;
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												ti.textureShape = TextureImporterShape.Texture2D;
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												ti.textureType = TextureImporterType.Default;
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												ti.wrapMode = TextureWrapMode.Clamp;
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												ti.maxTextureSize = 8192;
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											} else if (SpriteMap.ContainsKey(fullPath)) {
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												var config = SpriteMap[fullPath];
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												// Impoert
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												ti.isReadable = true;
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												ti.alphaIsTransparency = true;
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												ti.filterMode = FilterMode.Point;
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												ti.mipmapEnabled = false;
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												ti.textureType = TextureImporterType.Sprite;
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												ti.spriteImportMode = SpriteImportMode.Multiple;
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												ti.maxTextureSize = 8192;
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												ti.textureCompression = TextureImporterCompression.Uncompressed;
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												// Sprites
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												Rect[] rects = config.spriteRects;
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												List<SpriteMetaData> newData = new List<SpriteMetaData>();
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												for (int i = 0; i < rects.Length; i++) {
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													SpriteMetaData smd = new SpriteMetaData() {
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														pivot = config.Pivots[i],
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														alignment = 9,
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														name = Util.GetNameWithoutExtension(fullPath) + "_" + config.Names[i],
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														rect = rects[i]
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													};
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													newData.Add(smd);
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												}
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												ti.spritesheet = newData.ToArray();
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											}
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										}
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									}
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								}
							 |