Unity Texture图集上Sprite的UV导出

在这里插入图片描述

using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;

//展示UV
public class OutTextureUV : EditorWindow
{
    public Texture2D mTexture;

    public List<Sprite> mSprites = new List<Sprite>();

    public string mSpritesPath = null;

    public string mSavePath = null;

    public Texture2D mOutTexture;

    Vector2 mScrollPos;
    SerializedObject mSerializedObject;
    SerializedProperty  mSerializedProperty;

    [MenuItem("WindowTools/OutTextureUV", priority = 0)]
    public static void ShowWindow() {
        EditorWindow.GetWindow(typeof(OutTextureUV));
    }


    private void OnGUI() {
        EditorGUILayout.BeginVertical();
        EditorGUILayout.LabelField("主纹理");
        mTexture = EditorGUILayout.ObjectField(mTexture, typeof(Texture2D), false) as Texture2D;

        EditorGUILayout.LabelField("Sprite子图");
        mSerializedObject = new SerializedObject(this);
        mSerializedProperty = mSerializedObject.FindProperty("mSprites");
        EditorGUILayout.PropertyField(mSerializedProperty, true);
        mSerializedObject.ApplyModifiedProperties();

        EditorGUILayout.LabelField("Sprite子图路径");
        Rect rect1 = EditorGUILayout.GetControlRect(GUILayout.Width(400));
        mSpritesPath = EditorGUI.TextField(rect1, mSpritesPath);
        mSpritesPath = GetMouseSelectPath(rect1, mSpritesPath);
        if (string.IsNullOrEmpty(mSpritesPath)) {
            mSpritesPath = Application.dataPath;
        }

        EditorGUILayout.LabelField("输出文件路径");
        Rect rect2 = EditorGUILayout.GetControlRect(GUILayout.Width(400));
        mSavePath = EditorGUI.TextField(rect2, mSavePath);
        mSavePath = GetMouseSelectPath(rect2, mSavePath);
        if (string.IsNullOrEmpty(mSavePath)) {
            mSavePath = Directory.GetParent(Application.dataPath).FullName;
        }
        EditorGUILayout.EndVertical();
        if (GUILayout.Button("Start")) {
            Start();
        }
    }

    private void Start() {
        List<Sprite> allSprites = new List<Sprite>();
        allSprites.AddRange(mSprites);
        if (!string.IsNullOrEmpty(mSpritesPath)) {
            FileInfo[] fileInfos = new DirectoryInfo(mSpritesPath).GetFiles("*.asset", SearchOption.AllDirectories);
            foreach (FileInfo fileInfo in fileInfos) {
                string fileResourcesPath = MakeRelativePath(fileInfo.FullName, Application.dataPath);
                Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(Path.Combine("Assets", fileResourcesPath));
                if (null == sprite || sprite.texture != mTexture) {
                    continue;
                }
                allSprites.Add(sprite);
            }
        }

        string textureAssetPath = AssetDatabase.GetAssetPath(mTexture);
        Object[] sprites = AssetDatabase.LoadAllAssetsAtPath(textureAssetPath);
        for (int i = 0; i < sprites.Length; i++) {
            Sprite sprite = sprites[i] as Sprite;
            if (null == sprite) {
                continue;
            }
            allSprites.Add(sprite);
        }


        mOutTexture = new Texture2D(mTexture.width, mTexture.height);

        //初始化
        Color initColor = new Color(0, 0, 0, 0);
        for (int i = 0; i < mTexture.width; i++) {
            for (int k = 0; k < mTexture.height; k++) {
                mOutTexture.SetPixel(i, k, initColor);
            }
        }

        for (int i = 0; i < allSprites.Count; i++) {
            Sprite sprite = allSprites[i];
            Rect rect = sprite.textureRect;
            for (int k = (int)rect.x; k < rect.x + rect.width; k++) {
                mOutTexture.SetPixel(k, (int)rect.y, Color.red);
                mOutTexture.SetPixel(k, (int)(rect.y + rect.height - 1), Color.red);
            }

            for (int k = (int)rect.y; k < rect.y + rect.height; k++) {
                mOutTexture.SetPixel((int)rect.x, k, Color.red);
                mOutTexture.SetPixel((int)(rect.x + rect.width - 1), k, Color.red);
            }
        }
        mOutTexture.Apply();
        byte[] bytes = mOutTexture.EncodeToPNG();
        File.WriteAllBytes(Path.Combine(mSavePath, "OutTexture.png"), bytes);
    }

    //获取鼠标拖动的路径
    protected static string GetMouseSelectPath(Rect rect, string defaultPath, bool isRelativePath = false) {

        if ((Event.current.type == EventType.DragUpdated || Event.current.type == EventType.DragExited) && rect.Contains(Event.current.mousePosition)) {
            DragAndDrop.visualMode = DragAndDropVisualMode.Generic;
            if (DragAndDrop.paths != null && DragAndDrop.paths.Length > 0) {
                defaultPath = DragAndDrop.paths[0];
            }
        }
        if (null == defaultPath) {
            return defaultPath;
        }
        else if (isRelativePath) {
            return MakeRelativePath(defaultPath, Directory.GetParent(Application.dataPath).FullName);
        }
        else if (defaultPath.StartsWith("Assets")) {
            return Path.Combine(Directory.GetParent(Application.dataPath).FullName, defaultPath);
        }
        return defaultPath;
    }

    // 制作相对路径
    public static string MakeRelativePath(string subPath, string rootPath) {
        System.Text.StringBuilder relativePath = new System.Text.StringBuilder();
        string[] subArray = subPath.Replace('\\', '/').Split('/');
        string[] rootArray = rootPath.Replace('\\', '/').Split('/');
        for (int i = 0; i < subArray.Length; i++) {
            if (i < rootArray.Length) {
                if (!subArray[i].Equals(rootArray[i])) {
                    return subPath;
                }
                continue;
            }
            relativePath.Append(subArray[i]);
            if (i + 1 < subArray.Length) {
                relativePath.Append('/');
            }
        }
        return relativePath.ToString();
    }
}


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