UnityIcon获取

Qt+Opengl 模拟unity 引擎时,需要对应很多的显示icon。
一个个去找,比较麻烦,经查资料得知,可以通过如下脚本,获取对应icon

/********************************************************************
 Copyright (C) 2020 STUPID DOG STUDIO 
 类    名:UnityIconWindow.cs
 创建时间:2021-04-01 17:51:52
 作    者:Birth.Fat 
 描    述:
 版    本:2.0
*********************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Xml;
using System.IO;
using System;

public class UnityIconsWindow : EditorWindow
{
    GUIStyle m_textStyle;
    GUIStyle m_saveBtnStyle;
    GUIStyle m_iconNameStyle;
    string m_search = "";
    Vector2 m_scrollPosition = new Vector2(0, 0);
    List<Texture2D> m_Icons;
    TextEditor m_te = new TextEditor();
    string sTagPath = "H:\\UnityIconsEx";
    [MenuItem("Tools/UnityIcon")]
    static void AddWindow()
    {
        Rect wr = new Rect(0, 0, 1600, 1000);
        UnityIconsWindow window = (UnityIconsWindow)EditorWindow.GetWindowWithRect(typeof(UnityIconsWindow), wr, true, "Unity系统图标");
        window.Show();
    }
    //------------------------------------------------------
    void OnGUI()
    {
        SystemIconViewer();
    }
    //------------------------------------------------------
    private void SystemIconViewer()
    {
        InitGUIStyle();
        
        GUILayout.BeginHorizontal("HelpBox");
        GUILayout.Label("结果如下:" + m_search, m_textStyle);
        GUILayout.FlexibleSpace();
        sTagPath = GUILayout.TextField(sTagPath);
        if (GUILayout.Button("SHIT!", m_saveBtnStyle, GUILayout.Width(80)))
        {
            InitIconList();
        }

        if (GUILayout.Button("SaveIcon"))
        {
            Debug.Log($"Save icon {m_Icons.Count}");
            SaveIcon();
        }

        GUILayout.EndHorizontal();
        
        m_scrollPosition = GUILayout.BeginScrollView(m_scrollPosition);
        if (m_Icons != null)
        {
            for (int i = 0; i < m_Icons.Count; i++)
            {
                if (i % 15 == 0)
                {
                    GUILayout.BeginHorizontal("PopupCurveSwatchBackground");
                    for (int j = 0; j < 15; j++)
                    {
                        var icon = m_Icons[i];

                        GUILayout.BeginVertical();

                        if (GUILayout.Button((Texture)icon, GUILayout.Width(100), GUILayout.Height(100)))
                        {
                            m_te.text = icon.name;
                            m_te.SelectAll();
                            m_te.Copy();
                            this.ShowNotification(new GUIContent("Unity 体统不表:" + icon.name + "已经复制到剪切板!"));
                        }
                        GUILayout.Label(icon.name, m_iconNameStyle, GUILayout.Width(100));
                        GUILayout.EndVertical();
                        i++;

                        if (i == m_Icons.Count)
                            break;
                    }
                    GUILayout.EndHorizontal();
                    GUILayout.Space(6);
                }
            }

        }
        GUILayout.EndScrollView();
    }

    /// <summary>
    /// 运行模式下Texture转换成Texture2D
    /// </summary>
    /// <param name="texture"></param>
    /// <returns></returns>
    private Texture2D TextureToTexture2D(Texture2D texture, string sName)
    {
        Texture2D texture2D = new Texture2D(texture.width, texture.height, TextureFormat.RGBA32, false);
        RenderTexture currentRT = RenderTexture.active;
        RenderTexture renderTexture = RenderTexture.GetTemporary(texture.width, texture.height, 32);
        Graphics.Blit(texture, renderTexture);

        RenderTexture.active = renderTexture;
        texture2D.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
        texture2D.Apply();

        RenderTexture.active = currentRT;
        RenderTexture.ReleaseTemporary(renderTexture);

        try
        {
            byte[] textureData = texture2D.EncodeToPNG();
            System.IO.File.WriteAllBytes(sName, textureData);
            Debug.Log($"Save icon {sName}");
        }
        catch (Exception e)
        {
            Debug.Log($"Save icon {sName} exception {e.Message}");
        }

        return texture2D;
    }


    void SaveIcon()
    {
        string sName;

        //for (int i = 0;i<m_szTexture.Length;i++)
        for (int i = 0; i < m_Icons.Count; i++)
        {
            sName = m_Icons[i].name;
            sName = $"{sTagPath}/{sName}.png";
            TextureToTexture2D(m_Icons[i], sName);
            //RenderTexture pTempRt = new RenderTexture()
            //Texture2D pTexture = new Texture2D()
            //try
            //{
            //    byte[] textureData = m_szTexture[i].EncodeToPNG();
            //    System.IO.File.WriteAllBytes(sName, textureData);
            //    Debug.Log($"Save icon {sName}");
            //}
            //catch(Exception e)
            //{
            //    Debug.Log($"Save icon {sName} exception {e.Message}");
            //}
        }
    }

    //------------------------------------------------------
    private void InitIconList()
    {
        if (m_Icons == null || m_Icons.Count == 0)
        {
            m_Icons = new List<Texture2D>(Resources.FindObjectsOfTypeAll< Texture2D>());
            m_Icons.Sort((pA, pB) => System.String.Compare(pA.name, pB.name, System.StringComparison.OrdinalIgnoreCase));
            m_search = m_Icons.Count.ToString(); // GUILayout.Label(m_search)
        }
    }

    //------------------------------------------------------
    private void InitGUIStyle()
    {
        if (m_textStyle == null)
        {
            m_textStyle = new GUIStyle("HeaderLabel");
            m_textStyle.fontSize = 20;
            //color = textStyle.normal.textColor ;
        }
        if (m_iconNameStyle == null)
        {
            m_iconNameStyle = new GUIStyle("WarningOverlay");
            m_iconNameStyle.fontSize = 12;
        }
        if (m_saveBtnStyle == null)
        {
            m_saveBtnStyle = new GUIStyle("flow node 1");
            m_saveBtnStyle.fontSize = 16;
            m_saveBtnStyle.fixedHeight = 38;
            m_saveBtnStyle.alignment = TextAnchor.MiddleCenter;
            m_saveBtnStyle.fontStyle = m_textStyle.fontStyle;
        }
    }

    //------------------------------------------------------
    private void Reset()
    {
        if (m_Icons == null)
            return;
        if (m_Icons.Count > 0)
            m_Icons.Clear();
    }
}

需要注意的是,系统Texture2D 直接使用EncodeToPNG 时,会失败,提示需要将贴图设置成可读写状态。但是系统资源无法设置(至少我没找到设置地方)。

参考之前处理过的,相机照射场景,获取初版地图的做法。通过RenderTexture的生成新的自创建的Texture2D 然后再 通过 EncodeToPNG 将数据导出,最后写入文件。

具体参考上述代码中的
TextureToTexture2D 函数。

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