#!/usr/bin/env python3 """从 Unity Level{N}.prefab 解析 Tilemap(Ground / Border)格子数据。 层级锁定: - Baseblock / JumpBlock → ground(地砖属性) - WallBlock / 墙饰 → border(墙砖属性) 不再用死板的 tileIndex==1 → JumpBlock。 """ from __future__ import annotations import re from functools import lru_cache from pathlib import Path GROUND_TILES = frozenset({"Baseblock", "JumpBlock"}) BORDER_DECOR = frozenset( { "WallBlock", "kuai11", "Decor23", "素材切图-23", "素材切图2-23", "小游戏素材红色_03", } ) def parse_tilemap_layer(text: str, layer_name: str) -> dict[str, int]: """返回格子 → 该 Tilemap 本地 m_TileIndex。""" parts = re.split(r"(?=--- !u!1 &)", text) for part in parts: if f"m_Name: {layer_name}" not in part or "Tilemap:" not in part: continue tiles: dict[str, int] = {} for m in re.finditer( r"first: \{x: (-?\d+), y: (-?\d+), z: 0\}[\s\S]*?m_TileIndex: (\d+)", part, ): x, y, ti = int(m.group(1)), int(m.group(2)), int(m.group(3)) tiles[f"{x},{y}"] = ti return tiles return {} def _tilemap_part(text: str, layer_name: str) -> str | None: parts = re.split(r"(?=--- !u!1 &)", text) for part in parts: if f"m_Name: {layer_name}" not in part or "Tilemap:" not in part: continue return part return None def _tile_asset_guids(tilemap_part: str) -> list[str | None]: """按 m_TileAssetArray 顺序解析 guid(空槽为 None)。""" assets: list[str | None] = [] in_arr = False for line in tilemap_part.splitlines(): if "m_TileAssetArray:" in line: in_arr = True continue if in_arr and ("m_TileSpriteArray" in line or "m_AnimationFrameRate" in line): break if not in_arr: continue if "guid:" in line: m = re.search(r"guid: ([a-f0-9]+)", line) assets.append(m.group(1) if m else None) elif "m_Data: {fileID: 0}" in line: assets.append(None) return assets @lru_cache(maxsize=1) def _guid_to_tile_name(unity_texture_root: str) -> dict[str, str]: root = Path(unity_texture_root) out: dict[str, str] = {} if not root.is_dir(): return out for meta in root.rglob("*.asset.meta"): try: text = meta.read_text(encoding="utf-8", errors="ignore") except OSError: continue m = re.search(r"^guid: ([a-f0-9]+)", text, re.M) if m: out[m.group(1)] = meta.name.replace(".asset.meta", "") return out def tile_asset_names(text: str, layer_name: str, unity_texture_root: Path | None = None) -> list[str | None]: part = _tilemap_part(text, layer_name) if not part: return [] guids = _tile_asset_guids(part) if unity_texture_root is None: # 默认:prefab 所在工程 Assets/Texture return [None] * len(guids) mapping = _guid_to_tile_name(str(unity_texture_root)) return [mapping.get(g) if g else None for g in guids] def normalize_ground_tile(name: str | None) -> str: return "JumpBlock" if name == "JumpBlock" else "Baseblock" def normalize_border_tile(name: str | None) -> str: if not name or name in GROUND_TILES: return "WallBlock" if name in BORDER_DECOR: return name # 其它墙饰保留文件名,禁止地砖名漏到墙层 return name def _resolve_name(assets: list[str | None], tile_index: int) -> str | None: if 0 <= tile_index < len(assets): return assets[tile_index] return None def parse_level_prefab(prefab_path: Path, unity_texture_root: Path | None = None) -> dict: if not prefab_path.is_file(): return {} text = prefab_path.read_text(encoding="utf-8") g_raw = parse_tilemap_layer(text, "Ground") b_raw = parse_tilemap_layer(text, "Border") if not g_raw and not b_raw: return {} if unity_texture_root is None: # Level91601.prefab → …/Assets/Prefabs/Level → …/Assets/Texture 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) ground: dict[str, str] = {} border: dict[str, str] = {} # 按瓦片类型归层(层级固定):地砖→Ground,墙/饰→Border for key, ti in g_raw.items(): name = _resolve_name(g_assets, ti) if name in GROUND_TILES: ground[key] = normalize_ground_tile(name) else: border[key] = normalize_border_tile(name) for key, ti in b_raw.items(): name = _resolve_name(b_assets, ti) if name in GROUND_TILES: ground[key] = normalize_ground_tile(name) else: border[key] = normalize_border_tile(name) # 同格冲突:墙优先(不可走) for key in list(ground.keys()): if key in border: del ground[key] return {"ground": ground, "border": border}