Unity的UGUI用TexturePacker全自动打图集,包括九宫格切图信息

Unity的UGUI用TexturePacker全自动打图集,包括九宫格切图信息

前言

最近在学习UGUI的打图集,之前一直在用SpritePacker和Sprite Atlas打图集,现在记录下另一种打图集方式:TexturePacker
主要是讲如何自动打图集到Unity,并且不丢掉九宫格信息,以及一些参数的设置

环境准备

1.unity版本2019.4.10f1
2.TexturePacker安装官网,支持正版,支持正版,支持正版https://www.codeandweb.com/texturepacker
3.TexturePacker安装Po Jie 版本点击这下载
4.unity中安装TexturePacker Importer点击这下载,也可以在unity商店搜索TexturePacker Importer安装
5.了解一下TexturePacker的命令行参数:
打开命令行工具并CD到TexturePacker的安装目录,输入 TexturePacker –help,会出现该版本的TP的一些命令行参数。在这里插入图片描述

实现过程

把要打图集的小图放到指定的文件夹,我是放在在这里插入图片描述
打出来的图放在Assets/SheetsByTP这个文件夹下,打好的图集会放在Assets/TexturePacker/icon文件夹下。
写两个编辑器脚本,放在Editor文件夹下,废话不多说上代码:

#if UNITY_EDITOR
using System;
using UnityEngine;
using System.IO;
using UnityEditor;
using System.Text;
using System.Diagnostics;
using Debug = UnityEngine.Debug;

public class CommandBuild : Editor
{

    [MenuItem("Tools/SpritesPacker/CommandBuild")]
    public static void BuildTexturePacker()
    {
        //选择并设置TP命令行的参数和参数值(包括强制生成2048*2048的图集 --width 2048 --height 2048)
        string commandText = " --sheet {0}.png --data {1}.xml --format sparrow --trim-mode None --pack-mode Best  --algorithm MaxRects --width 2048 --height 2048 --max-size 2048 --size-constraints POT  --disable-rotation --scale 1 {2}" ;
        string inputPath = string.Format ("{0}/Images", Application.dataPath);//小图目录
        string outputPath = string.Format ("{0}/TexturePacker", Application.dataPath);//用TP打包好的图集存放目录
        string[] imagePath = Directory.GetDirectories (inputPath); 
        
        for (int i = 0; i < imagePath.Length; i++) 
        {
            UnityEngine.Debug.Log (imagePath [i]);
            StringBuilder sb = new StringBuilder("");
            string[] fileName = Directory.GetFiles(imagePath[i]);
            for (int j = 0; j < fileName.Length; j++)
            {
                string extenstion = Path.GetExtension(fileName[j]);
                if (extenstion == ".png")
                {
                    sb.Append(fileName[j]);
                    sb.Append("  ");
                    
                    
                }
                UnityEngine.Debug.Log("fileName [j]:" + fileName[j]);
            }
            string name = Path.GetFileName(imagePath [i]);
            string outputName = string.Format ("{0}/TexturePacker/{1}/{2}", Application.dataPath,name,name);
            string sheetName = string.Format("{0}/SheetsByTP/{1}", Application.dataPath, name);
            //执行命令行
            processCommand("E:\\Program Files (x86)\\CodeAndWeb\\TexturePacker\\bin\\TexturePacker.exe", string.Format(commandText, sheetName, sheetName, 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();
    }
}
#endif

添加第二个脚本在Editor下


#if UNITY_EDITOR
using UnityEngine;
using System;
using System.IO;
using UnityEditor;
using System.Collections.Generic;
using System.Xml;
public class MySpritesPacker : Editor
{
    [MenuItem("Tools/SpritesPacker/TexturePacker")]
    public static void BuildTexturePacker()
    {
        string inputPath = string.Format("{0}/SheetsByTP/", Application.dataPath);
        string[] imagePath = Directory.GetFiles(inputPath);
        foreach (string path in imagePath)
        {
            if (Path.GetExtension(path) == ".png" || Path.GetExtension(path) == ".PNG")
            {
                string sheetPath = GetAssetPath(path);
                Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(sheetPath);
                Debug.Log(texture.name);
                string rootPath = string.Format("{0}/TexturePacker/{1}", Application.dataPath,texture.name);
                string pngPath = rootPath + "/" + texture.name + ".png";
                TextureImporter asetImp = null;
                Dictionary<string, Vector4> tIpterMap = new Dictionary<string,Vector4>();
                if (Directory.Exists(rootPath))
                {
                    if(File.Exists(pngPath))
                    {
                        Debug.Log("exite: " + pngPath);
                        //asetImp = GetTextureIpter(pngPath);
                        //SaveBoreder(tIpterMap, asetImp);
                        File.Delete(pngPath);
                    }
                    File.Copy(inputPath + texture.name + ".png", pngPath);
                }
                else
                {
                    Directory.CreateDirectory(rootPath);
                    File.Copy(inputPath + texture.name + ".png", pngPath);
                }
                AssetDatabase.Refresh();
                FileStream fs = new FileStream(inputPath + texture.name + ".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, texture.name, tIpterMap);
            }
        }
        AssetDatabase.Refresh();
    }
    //如果这张图集已经拉好了9宫格,需要先保存起来
    static void SaveBoreder(Dictionary<string,Vector4> tIpterMap,TextureImporter tIpter)
    {
        for(int i = 0,size = tIpter.spritesheet.Length; i < size; i++)
        {
            tIpterMap.Add(tIpter.spritesheet[i].name, tIpter.spritesheet[i].border);
        }
    }

    static TextureImporter GetTextureIpter(Texture2D texture)
    {
        TextureImporter textureIpter = null;
        string impPath = AssetDatabase.GetAssetPath(texture);
        textureIpter = TextureImporter.GetAtPath(impPath) as TextureImporter;
        return textureIpter;
    }

    static TextureImporter GetTextureIpter(string path)
    {
        TextureImporter textureIpter = null;
        Texture2D textureOrg = AssetDatabase.LoadAssetAtPath<Texture2D>(GetAssetPath(path));
        string impPath = AssetDatabase.GetAssetPath(textureOrg);
        textureIpter =  TextureImporter.GetAtPath(impPath) as TextureImporter;
        return textureIpter;
    }
    //写信息到SpritesSheet里
    static void WriteMeta(XmlNodeList elemList, string sheetName,Dictionary<string,Vector4> borders)
    {
        string path = string.Format("Assets/TexturePacker/{0}/{1}.png", sheetName, sheetName);
        Texture2D texture = AssetDatabase.LoadAssetAtPath <Texture2D>(path);
        string impPath = AssetDatabase.GetAssetPath(texture);
        TextureImporter asetImp = TextureImporter.GetAtPath(impPath) as TextureImporter;
        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");
            //读取源文件的meta文件,获取spriteBorder九宫格信息,写进图集中
            string sourcePath= string.Format("{0}/Images/{1}/{2}.png", Application.dataPath,sheetName, node.GetAttribute("name"));
            Vector4 sourceBorder= GetTextureIpter(sourcePath).spriteBorder;
            Debug.Log("图片的路径"+sourcePath+"图片的border"+sourceBorder.ToString());
            metaData[i].border = sourceBorder;
            // 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;
    }
}
#endif

按下Tools/SpritesPacker/CommandBuild
按下Tools/SpritesPacker/TexturePacker
图集就打好了在这里插入图片描述

注意

1.如果有九宫格信息,注意名字要一致,可以查看图片的Border来查看九宫格信息

在这里插入图片描述
2.各文件路径可以在脚本里自行修改,如果需要设置其他参数,可以在命令里面自行添加

总结

欢迎大佬多多来给萌新指正,欢迎大家来共同探讨。
如果各位看官觉得文章有点点帮助,跪求各位给点个“一键三连”,谢啦~

声明:本博文章若非特殊注明皆为原创原文链接
https://blog.csdn.net/Wrinkle2017/article/details/113618934
————————————————————————————————

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