使小图,大图生成,要使用到TexturePacker

public class TexturePackBuilder : Editor
{
[MenuItem(“SpritesPacker/打包TexturePack”)]
public static void BuildTexturePacker()
{
//选择并设置TP命令行的参数和参数值
string commandText = ” –sheet {0}.png –data {1}.xml –format sparrow –trim-mode Trim –pack-mode Best –algorithm MaxRects –max-size 2048 –size-constraints POT –disable-rotation –scale 1 {2}”;
StringBuilder sb = new StringBuilder(“”);
UnityEngine.Object[] paths = Selection.objects;
if (paths.Length == 0)
{
return;
}
string folderName = “”;
for (int j = 0; j < paths.Length; j++)
{
string filePath = AssetDatabase.GetAssetPath(paths[j]);
filePath = Application.dataPath.Replace(“Assets”, “”) + filePath;
string extenstion = Path.GetExtension(filePath);
folderName = Path.GetDirectoryName(filePath);
if (extenstion == “.png” || extenstion == “.jpg”)
{
sb.Append(filePath);
sb.Append(” “);
}
}
string[] pathItemArr = folderName.Split(‘/’);
folderName += “/” + pathItemArr[pathItemArr.Length - 1] + “_Altas”;
//执行命令行
processCommand(“C:\Program Files (x86)\CodeAndWeb\TexturePacker\bin\TexturePacker.exe”, string.Format(commandText, folderName, folderName, sb.ToString()));
AssetDatabase.Refresh();
}

private static void processCommand(string command, string argument)
{
    ProcessStartInfo start = new ProcessStartInfo(command);
    start.Arguments = argument;
    start.CreateNoWindow = false;
    start.ErrorDialog = true;
    start.UseShellExecute = false;

    if (start.UseShellExecute)
    {
        start.RedirectStandardOutput = false;
        start.RedirectStandardError = false;
        start.RedirectStandardInput = false;
    }
    else
    {
        start.RedirectStandardOutput = true;
        start.RedirectStandardError = true;
        start.RedirectStandardInput = true;
        start.StandardOutputEncoding = System.Text.UTF8Encoding.UTF8;
        start.StandardErrorEncoding = System.Text.UTF8Encoding.UTF8;
    }

    Process p = Process.Start(start);
    if (!start.UseShellExecute)
    {
        UnityEngine.Debug.Log(p.StandardOutput.ReadToEnd());
        UnityEngine.Debug.Log(p.StandardError.ReadToEnd());
    }

    p.WaitForExit();
    p.Close();
}

[MenuItem("SpritesPacker/拆分TexturePacker")]
public static void SplitTexturePacker()
{
    string sheetPath = AssetDatabase.GetAssetPath(Selection.objects[0]);
    Dictionary<string, Vector4> tIpterMap = new Dictionary<string, Vector4>();
    AssetDatabase.Refresh();
    FileStream fs = new FileStream(sheetPath.Replace(".png", ".xml"), FileMode.Open);
    StreamReader sr = new StreamReader(fs);
    string jText = sr.ReadToEnd();
    fs.Close();
    sr.Close();
    XmlDocument xml = new XmlDocument();
    xml.LoadXml(jText);
    XmlNodeList elemList = xml.GetElementsByTagName("SubTexture");
    WriteMeta(elemList, sheetPath, tIpterMap);
    AssetDatabase.Refresh();
}

[MenuItem("SpritesPacker/拆分_Jpg_TexturePacker")]
public static void SplitJpgTexturePacker()
{
    string sheetPath = AssetDatabase.GetAssetPath(Selection.objects[0]);
    Dictionary<string, Vector4> tIpterMap = new Dictionary<string, Vector4>();
    AssetDatabase.Refresh();
    FileStream fs = new FileStream(sheetPath.Replace("_RGB.jpg", ".xml"), FileMode.Open);
    StreamReader sr = new StreamReader(fs);
    string jText = sr.ReadToEnd();
    fs.Close();
    sr.Close();
    XmlDocument xml = new XmlDocument();
    xml.LoadXml(jText);
    XmlNodeList elemList = xml.GetElementsByTagName("SubTexture");
    WriteMeta(elemList, sheetPath, tIpterMap);
    AssetDatabase.Refresh();
}

[MenuItem("SpritesPacker/拆分_Alpha_TexturePacker")]
public static void SplitAlphaTexturePacker()
{
    string sheetPath = AssetDatabase.GetAssetPath(Selection.objects[0]);
    Dictionary<string, Vector4> tIpterMap = new Dictionary<string, Vector4>();
    AssetDatabase.Refresh();
    FileStream fs = new FileStream(sheetPath.Replace("_Alpha.jpg", ".xml"), FileMode.Open);
    StreamReader sr = new StreamReader(fs);
    string jText = sr.ReadToEnd();
    fs.Close();
    sr.Close();
    XmlDocument xml = new XmlDocument();
    xml.LoadXml(jText);
    XmlNodeList elemList = xml.GetElementsByTagName("SubTexture");
    WriteMeta(elemList, sheetPath, tIpterMap);
    AssetDatabase.Refresh();
}

/// <summary>
/// 写信息到SpritesSheet里
/// </summary>
static void WriteMeta(XmlNodeList elemList, string sheetPath, Dictionary<string, Vector4> borders)
{
    Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(sheetPath);
    string impPath = AssetDatabase.GetAssetPath(texture);
    TextureImporter asetImp = TextureImporter.GetAtPath(impPath) as TextureImporter;
    for (int i = 0; i < asetImp.spritesheet.Length; i++)
    {
        //如果这张图集已经拉好了9宫格,需要先保存起来
        if (asetImp.spritesheet[i].border.x != 0 || asetImp.spritesheet[i].border.y != 0 || asetImp.spritesheet[i].border.z != 0 || asetImp.spritesheet[i].border.w != 0)
        {
            borders.Add(asetImp.spritesheet[i].name, asetImp.spritesheet[i].border);
        }
    }
    SpriteMetaData[] metaData = new SpriteMetaData[elemList.Count];
    for (int i = 0, size = elemList.Count; i < size; i++)
    {
        XmlElement node = (XmlElement)elemList.Item(i);
        Rect rect = new Rect();
        rect.x = int.Parse(node.GetAttribute("x"));
        rect.y = texture.height - int.Parse(node.GetAttribute("y")) - int.Parse(node.GetAttribute("height"));
        rect.width = int.Parse(node.GetAttribute("width"));
        rect.height = int.Parse(node.GetAttribute("height"));
        metaData[i].rect = rect;
        metaData[i].pivot = new Vector2(0.5f, 0.5f);
        metaData[i].name = node.GetAttribute("name");
        if (borders.ContainsKey(metaData[i].name))
        {
            metaData[i].border = borders[metaData[i].name];
        }
    }
    asetImp.spritesheet = metaData;
    asetImp.textureType = TextureImporterType.Sprite;
    asetImp.spriteImportMode = SpriteImportMode.Multiple;
    asetImp.mipmapEnabled = false;
    asetImp.SaveAndReimport();
}

static string GetAssetPath(string path)
{
    string[] seperator = { "Assets" };
    string p = "Assets" + path.Split(seperator, StringSplitOptions.RemoveEmptyEntries)[1];
    return p;
}
}

internal class TextureIpter
{
public string spriteName = “”;
public Vector4 border = new Vector4();
public TextureIpter() { }
public TextureIpter(string spriteName, Vector4 border)
{
this.spriteName = spriteName;
this.border = border;
}
}

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值