Unity在编辑器模式下Load Sprite

Unity在编辑器模式下Load Sprite

SpriteManager


using System;
using UnityEngine;
using System.IO;
using System.Collections.Generic;
public class SpriteManager : MonoBehavior{
        [SerializeField]
        public string[] filePaths ;
        //private List<Sprite> spriteList;
        [Serializable]
        public class SpriteList {
            public string name = string.Empty;
            public Sprite value = null;
        }
        [SerializeField]
        public List<SpriteList> m_SpriteList;
        public Sprite GetSprite(string key) {
            foreach (SpriteList sprite in m_SpriteList) {
                if(sprite.name == key) {
                    return sprite.value;
                }
            }
            return null;
        }
    }
}

SpriteEditor


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

[CustomEditor(typeof(SpriteManager))]
public class SpriteEditor : Editor
{
    private SpriteManager spriteMgr;
     
    public override void OnInspectorGUI() {
        base.OnInspectorGUI();
        // 创建一个对象
        spriteMgr = (SpriteManager)target;
        // 刷新Manager中的List
        if (GUILayout.Button("Refresh SpriteList")) {
            SpriteManager spriteMgr = target as SpriteManager;
            for(int i = 0; i < spriteMgr.filePaths.Length; i++) {
                GetFilesSprite(spriteMgr.filePaths[i], spriteMgr.m_SpriteList);
            }
        }
        // 清空List
        if (GUILayout.Button("Clear")) {
            SpriteManager spriteMgr = target as SpriteManager;
            spriteMgr.m_SpriteList.Clear();
        }
		//补充,将数据保存到预制体中
		 if (GUI.changed) {
            EditorUtility.SetDirty(target);
        }
    }
    // 将图片导入到Manager中
    private void GetFilesSprite(string filePath, List<SpriteManager.SpriteList> spriteLists) {
        string path = string.Format("{0}/{1}",Application.dataPath, filePath);
        string relativePath = string.Format("{0}{1}", "Assets/", filePath);
        Debug.Log(path);
        Debug.Log(relativePath);
        if (Directory.Exists(path)) {
            DirectoryInfo direction = new DirectoryInfo(path);
            FileInfo[] files = direction.GetFiles("*");
            for (int i = 0; i < files.Length; i++) {
                if (files[i].Name.EndsWith(".png") || files[i].Name.EndsWith(".jpg") || files[i].Name.EndsWith(".bmp")) {
                          SpriteManager.SpriteList item = new SpriteManager.SpriteList();
                		  item.name = files[i].Name.Substring(0, files[i].Name.Length - 4);
                          string value = string.Format("{0}/{1}", relativePath, files[i].Name);
                          item.value = AssetDatabase.LoadAssetAtPath<Sprite>(value);
			               if (item.value == null)
			                   Debug.LogError(value);
			               if (CheckSpriteList(item, spriteLists)) 
			                   spriteLists.Add(item); 
                }
            }
        }
    }
    // 检查是否有重复名称
    private bool CheckSpriteList(SpriteManager.SpriteList value, List<SpriteManager.SpriteList> list) {
        foreach(var item in list) {
            if (item.name == value.name)
                return false;
        }
        return true;
    }
}

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