using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
public class SpriteExportTexture : MonoBehaviour
{
[MenuItem("Tools/导出精灵")]
static void SaveSprite()
{
foreach (Object obj in Selection.objects)
{
// 创建导出文件夹
string outPath = Application.dataPath + "/OutSprite/" + obj.name;
if (!Directory.Exists(outPath))
{
Directory.CreateDirectory(outPath);
}
else
{
string[] s = Directory.GetFiles(outPath);
for (int i = 0; i < s.Length; i++)
{
File.Delete(s[i]);
}
}
string selectionPath = AssetDatabase.GetAssetPath(obj);
TextureImporter importer = TextureImporter.GetAtPath(selectionPath) as TextureImporter;
Texture2D oTex = AssetDatabase.LoadAssetAtPath<Texture2D>(selectionPath);
object[] sprites = AssetDatabase.LoadAllAssetsAtPath(selectionPath);
foreach (SpriteMetaData meta in importer.spritesheet)
{
// 创建单独的纹理
Texture2D tex = new Texture2D((int)meta.rect.width, (int)meta.rect.height, oTex.format, false);
tex.SetPixels(oTex.GetPixels((int)meta.rect.xMin, (int)meta.rect.yMin,
(int)meta.rect.width, (int)meta.rect.height));
tex.Apply();
File.WriteAllBytes(outPath + "/" + meta.name + ".png", tex.EncodeToPNG());
Debug.Log("SaveSprite to " + outPath);
}
}
AssetDatabase.Refresh();
Debug.Log("SaveSprite Finished");
}
}