用大佬代码改的:https://blog.csdn.net/salvare/article/details/82712466
如果导出的Json是Array形式的直接用上面大佬的代码就行,但是我导出的Json是Hash形式的所以要改一改
由于JsonUtility不支持C#中的Dictionary,所以导入第三方库LitJson,下载地址:LitJson.dll,下载完放到Assets\Plugins下
代码放到Assets\Editor下
使用方法:Texture和json放到同目录下,选中Texture文件,点击Unity菜单下的Tools/TexturePacker2UnitySprite
using LitJson;
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
[System.Serializable]
public class V4 {
public int x;
public int y;
public int w;
public int h;
public V4() { }
}
[System.Serializable]
public class V2 {
public int w;
public int h;
public V2() { }
}
[System.Serializable]
public class Frame {
public V4 frame;
public bool rotated;
public bool trimmed;
public V4 spriteSourceSize;
public V2 sourceSize;
public Frame() { }
}
[System.Serializable]
public class Meta {
public string image;
public V2 size;
}
[System.Serializable]
public class Frames {
public Dictionary<string, Frame> frames = new Dictionary<string, Frame>();
public Meta meta;
public Frames() { }
}
public class TexturePackerImporterEditor {
Frames frames = null;
Texture2D textureFile = null;
[MenuItem("Tools/TexturePacker2UnitySprite")]
static void TexturePacker2UnitySprite() {
if (null == Selection.activeObject) {
return;
}
Texture2D tmpTexture = Selection.activeObject as Texture2D;
if (null == tmpTexture) {
Debug.LogError("Selection.activeObject not Texture2D");
return;
}
TexturePackerImporterEditor textureEditor = new TexturePackerImporterEditor();
textureEditor.textureFile = tmpTexture;
string filePath = AssetDatabase.GetAssetPath(textureEditor.textureFile);
string jsonFilePath = System.IO.Path.ChangeExtension(filePath, "json");
var jsonFile = AssetDatabase.LoadAssetAtPath(jsonFilePath, typeof(TextAsset)) as TextAsset;
if (null == jsonFile) {
Debug.LogErrorFormat("not found {0}", jsonFilePath);
return;
}
textureEditor.frames = JsonMapper.ToObject<Frames>(jsonFile.text);
textureEditor.ImportTexture();
}
void ImportTexture() {
string filePath = AssetDatabase.GetAssetPath(textureFile);
TextureImporter textureImporter = TextureImporter.GetAtPath(filePath) as TextureImporter;
//生成Sprite
List<SpriteMetaData> spriteMetas = new List<SpriteMetaData>();
foreach (KeyValuePair<string, Frame> dicValue in frames.frames) {
SpriteMetaData spriteMeta = new SpriteMetaData();
Frame frame = dicValue.Value;
int width = frame.rotated ? frame.frame.h : frame.frame.w;
int height = frame.rotated ? frame.frame.w : frame.frame.h;
int x = frame.frame.x;
//TexturePacker以左上为原点,Unity以左下为原点
int y = frames.meta.size.h - height - frame.frame.y;
spriteMeta.rect = new Rect(x, y, width, height);
spriteMeta.pivot = spriteMeta.rect.center;
spriteMeta.name = System.IO.Path.ChangeExtension(dicValue.Key, null);
spriteMetas.Add(spriteMeta);
}
textureImporter.textureType = TextureImporterType.Sprite;
textureImporter.spriteImportMode = SpriteImportMode.Multiple;
textureImporter.spritesheet = spriteMetas.ToArray();
AssetDatabase.ImportAsset(filePath, ImportAssetOptions.ForceUncompressedImport);
}
}