@@ -1,12 +1,32 @@
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#!/usr/bin/env python3
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"""从 Unity Level{N}.prefab 解析 Tilemap(Ground / Border)格子数据。"""
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"""从 Unity Level{N}.prefab 解析 Tilemap(Ground / Border)格子数据。
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层级锁定:
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- Baseblock / JumpBlock → ground(地砖属性)
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- WallBlock / 墙饰 → border(墙砖属性)
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不再用死板的 tileIndex==1 → JumpBlock。
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"""
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from __future__ import annotations
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import re
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from functools import lru_cache
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from pathlib import Path
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GROUND_TILES = frozenset({"Baseblock", "JumpBlock"})
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BORDER_DECOR = frozenset(
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{
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"WallBlock",
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"kuai11",
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"Decor23",
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"素材切图-23",
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"素材切图2-23",
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"小游戏素材红色_03",
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}
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)
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def parse_tilemap_layer(text: str, layer_name: str) -> dict[str, int]:
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"""返回格子 → 该 Tilemap 本地 m_TileIndex。"""
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parts = re.split(r"(?=--- !u!1 &)", text)
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for part in parts:
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if f"m_Name: {layer_name}" not in part or "Tilemap:" not in part:
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@@ -22,7 +42,84 @@ def parse_tilemap_layer(text: str, layer_name: str) -> dict[str, int]:
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return {}
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def parse_level_prefab(prefab_path: Path) -> dict:
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def _tilemap_part(text: str, layer_name: str) -> str | None:
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parts = re.split(r"(?=--- !u!1 &)", text)
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for part in parts:
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if f"m_Name: {layer_name}" not in part or "Tilemap:" not in part:
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continue
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return part
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return None
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def _tile_asset_guids(tilemap_part: str) -> list[str | None]:
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"""按 m_TileAssetArray 顺序解析 guid(空槽为 None)。"""
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assets: list[str | None] = []
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in_arr = False
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for line in tilemap_part.splitlines():
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if "m_TileAssetArray:" in line:
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in_arr = True
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continue
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if in_arr and ("m_TileSpriteArray" in line or "m_AnimationFrameRate" in line):
|
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break
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if not in_arr:
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continue
|
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if "guid:" in line:
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m = re.search(r"guid: ([a-f0-9]+)", line)
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assets.append(m.group(1) if m else None)
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elif "m_Data: {fileID: 0}" in line:
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assets.append(None)
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return assets
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@lru_cache(maxsize=1)
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def _guid_to_tile_name(unity_texture_root: str) -> dict[str, str]:
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root = Path(unity_texture_root)
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out: dict[str, str] = {}
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if not root.is_dir():
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return out
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for meta in root.rglob("*.asset.meta"):
|
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try:
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text = meta.read_text(encoding="utf-8", errors="ignore")
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except OSError:
|
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continue
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m = re.search(r"^guid: ([a-f0-9]+)", text, re.M)
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if m:
|
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out[m.group(1)] = meta.name.replace(".asset.meta", "")
|
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return out
|
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def tile_asset_names(text: str, layer_name: str, unity_texture_root: Path | None = None) -> list[str | None]:
|
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part = _tilemap_part(text, layer_name)
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if not part:
|
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return []
|
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guids = _tile_asset_guids(part)
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if unity_texture_root is None:
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# 默认:prefab 所在工程 Assets/Texture
|
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return [None] * len(guids)
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mapping = _guid_to_tile_name(str(unity_texture_root))
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return [mapping.get(g) if g else None for g in guids]
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def normalize_ground_tile(name: str | None) -> str:
|
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return "JumpBlock" if name == "JumpBlock" else "Baseblock"
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def normalize_border_tile(name: str | None) -> str:
|
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if not name or name in GROUND_TILES:
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return "WallBlock"
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if name in BORDER_DECOR:
|
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return name
|
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# 其它墙饰保留文件名,禁止地砖名漏到墙层
|
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return name
|
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def _resolve_name(assets: list[str | None], tile_index: int) -> str | None:
|
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if 0 <= tile_index < len(assets):
|
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return assets[tile_index]
|
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return None
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|
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def parse_level_prefab(prefab_path: Path, unity_texture_root: Path | None = None) -> dict:
|
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if not prefab_path.is_file():
|
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return {}
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text = prefab_path.read_text(encoding="utf-8")
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@@ -30,8 +127,35 @@ def parse_level_prefab(prefab_path: Path) -> dict:
|
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b_raw = parse_tilemap_layer(text, "Border")
|
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if not g_raw and not b_raw:
|
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return {}
|
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ground = {
|
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k: ("JumpBlock" if ti == 1 else "Baseblock") for k, ti in g_raw.items()
|
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}
|
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border = {k: True for k in b_raw}
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|
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if unity_texture_root is None:
|
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# Level91601.prefab → …/Assets/Prefabs/Level → …/Assets/Texture
|
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unity_texture_root = prefab_path.resolve().parents[2] / "Texture"
|
||||
|
||||
g_assets = tile_asset_names(text, "Ground", unity_texture_root)
|
||||
b_assets = tile_asset_names(text, "Border", unity_texture_root)
|
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|
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ground: dict[str, str] = {}
|
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border: dict[str, str] = {}
|
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|
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# 按瓦片类型归层(层级固定):地砖→Ground,墙/饰→Border
|
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for key, ti in g_raw.items():
|
||||
name = _resolve_name(g_assets, ti)
|
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if name in GROUND_TILES:
|
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ground[key] = normalize_ground_tile(name)
|
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else:
|
||||
border[key] = normalize_border_tile(name)
|
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|
||||
for key, ti in b_raw.items():
|
||||
name = _resolve_name(b_assets, ti)
|
||||
if name in GROUND_TILES:
|
||||
ground[key] = normalize_ground_tile(name)
|
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else:
|
||||
border[key] = normalize_border_tile(name)
|
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|
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# 同格冲突:墙优先(不可走)
|
||||
for key in list(ground.keys()):
|
||||
if key in border:
|
||||
del ground[key]
|
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|
||||
return {"ground": ground, "border": border}
|
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|
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Reference in New Issue
Block a user