refactor: harden client runtime and exports
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72
scripts/externalize_work_zone_tileset.gd
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72
scripts/externalize_work_zone_tileset.gd
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extends SceneTree
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const TILESET_PATH: String = "res://assets/maps/work_zone/v13/tilesets/work_zone_road_tileset.tres"
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const TEXTURE_DIR: String = "res://assets/maps/work_zone/v13/tilesets"
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func _init() -> void:
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var tileset := load(TILESET_PATH) as TileSet
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if tileset == null:
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push_error("无法加载 TileSet: %s" % TILESET_PATH)
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quit(1)
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return
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var candidates := _load_candidates()
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var replaced := 0
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for source_index in tileset.get_source_count():
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var source_id := tileset.get_source_id(source_index)
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var atlas_source := tileset.get_source(source_id) as TileSetAtlasSource
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if atlas_source == null or atlas_source.texture == null:
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continue
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var source_hash := _texture_hash(atlas_source.texture)
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var replacement: Texture2D = candidates.get(source_hash)
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if replacement == null:
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_write_audit_image(source_id, atlas_source.texture)
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push_error("未找到匹配的外置纹理,source=%d hash=%s" % [source_id, source_hash])
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quit(2)
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return
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atlas_source.texture = replacement
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replaced += 1
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var error := ResourceSaver.save(tileset, TILESET_PATH)
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if error != OK:
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push_error("保存 TileSet 失败: %s" % error_string(error))
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quit(3)
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return
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print("已外置 %d 个 TileSet 纹理源" % replaced)
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quit()
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func _load_candidates() -> Dictionary:
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var candidates: Dictionary = {}
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for file_name in DirAccess.get_files_at(TEXTURE_DIR):
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if not file_name.ends_with(".png"):
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continue
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var path := "%s/%s" % [TEXTURE_DIR, file_name]
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var texture := load(path) as Texture2D
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if texture != null:
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candidates[_bytes_hash(FileAccess.get_file_as_bytes(path))] = texture
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return candidates
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func _texture_hash(texture: Texture2D) -> String:
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var image := texture.get_image()
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if image == null:
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return ""
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return _bytes_hash(image.save_png_to_buffer())
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func _bytes_hash(bytes: PackedByteArray) -> String:
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var context := HashingContext.new()
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var start_error := context.start(HashingContext.HASH_SHA256)
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if start_error != OK:
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return ""
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var update_error := context.update(bytes)
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if update_error != OK:
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return ""
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return context.finish().hex_encode()
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func _write_audit_image(source_id: int, texture: Texture2D) -> void:
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var directory := ProjectSettings.globalize_path("res://build/tileset-audit")
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DirAccess.make_dir_recursive_absolute(directory)
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var image := texture.get_image()
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if image == null:
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return
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var path := "%s/source_%d.png" % [directory, source_id]
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var error := image.save_png(path)
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if error == OK:
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print("已写出待核对纹理: %s (%dx%d)" % [path, image.get_width(), image.get_height()])
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