xiandie/addons/gif-importer/importer_plugin.gd

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2025-01-17 15:43:36 +00:00
# Derived from https://github.com/jegor377/godot-gdgifexporter
@tool
extends EditorImportPlugin
func _can_import_threaded():
return false
func _get_priority():
return 100
func _get_import_order():
# 数字越小越提前
return ResourceImporter.IMPORT_ORDER_DEFAULT - 100
func _get_importer_name():
return "gif.animated.texture.plugin"
func _get_visible_name():
return "Sprite Frames (Thread Safe)"
func _get_recognized_extensions():
return ["gif"]
func _get_save_extension():
return "tres"
func _get_resource_type():
return "SpriteFrames"
func _get_preset_count():
return 0
func _get_preset_name(i):
return ""
func _get_import_options(_path, _i):
return []
func _get_option_visibility(path: String, option_name: StringName, options: Dictionary) -> bool:
return false
# 防止同时加载多个文件时卡死
static var MUTEX = Mutex.new()
const gif_dir = "res://asset/art/gif/"
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func _import(source_file, save_path, options, platform_variants, gen_files):
if GifManager == null:
printerr("GifManager is not available!")
return FAILED
var file = FileAccess.open(source_file, FileAccess.READ)
var buffer = file.get_buffer(file.get_length())
file.close()
MUTEX.lock()
var frames = GifManager.sprite_frames_from_buffer(buffer, 0, 30)
var filename = save_path + "." + _get_save_extension()
var code = ResourceSaver.save(frames, filename)
# await get_tree().create_timer(0.1).timeout
MUTEX.unlock()
print_debug("Imported GIF frames: ", frames.get_frame_count("gif"), " from ", source_file)
var base_dir = source_file.get_base_dir()
if base_dir != gif_dir and base_dir.begins_with(gif_dir):
var animation_name = source_file.get_file().replace(".gif", "")
var dir_name = base_dir + "/" + animation_name + "/"
if DirAccess.dir_exists_absolute(dir_name):
# 如果文件夹存在,就不再重新导入
# 也就是说,重新导入的前提是删除 gif 同名文件夹
print_debug("GIF skip split frames. Dir already exists: ", dir_name)
return code
DirAccess.make_dir_absolute(dir_name)
var dirs = base_dir.split("/") as PackedStringArray
var sprite_frames_file_name = dirs[dirs.size() - 1] + "_frames.tres"
var sprite_frames_path = base_dir + "/" + sprite_frames_file_name
var sprite_frames: SpriteFrames
if not FileAccess.file_exists(sprite_frames_path):
sprite_frames = SpriteFrames.new()
sprite_frames.resource_path = sprite_frames_path
else:
sprite_frames = load(sprite_frames_path) as SpriteFrames
if sprite_frames.has_animation(animation_name):
sprite_frames.clear(animation_name)
else:
sprite_frames.add_animation(animation_name)
sprite_frames.set_animation_loop(animation_name, frames.get_animation_loop("gif"))
sprite_frames.set_animation_speed(animation_name, frames.get_animation_speed("gif"))
for i in range(frames.get_frame_count("gif")):
var texture = frames.get_frame_texture("gif", i) as Texture2D
var image = texture.get_image()
var image_path = dir_name + str(i) + ".png"
image.save_png(image_path)
image.take_over_path(image_path)
texture = ImageTexture.create_from_image(image)
texture.take_over_path(image_path)
var duration = frames.get_frame_duration("gif", i)
# # 去除导入 sprite_frames 的动画名中的特殊符号 「-」
# animation_name = animation_name.replace("-", "")
sprite_frames.add_frame(animation_name, texture, duration)
print_debug(
(
"Created images and added to SpriteFrames["
+ sprite_frames_file_name
+ "]:"
+ animation_name
)
)
ResourceSaver.save(sprite_frames)
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return code