将单个图片改为 2D and UI
[MenuItem("Assets/将图片改为2D and UI",priority = 49)]
public static void SetTextureType()
{
var t = Selection.objects;
if (t.Length > 0)
{
for (int i = 0; i < t.Length; i++)
{
if (t[i] is Texture2D)
{
//获取路径
string path = AssetDatabase.GetAssetPath(t[i]);
//获取图片属性。ti:可读可写
TextureImporter ti = TextureImporter.GetAtPath(path) as TextureImporter;
//修改图片的属性对图片进行操作
ti.mipmapEnabled = false;
ti.spriteBorder = Vector4.zero;
//将图片设为精灵模式(Sprite)
ti.textureType = TextureImporterType.Sprite;
//保存
ti.SaveAndReimport();
}
}
}
//刷新界面
AssetDatabase.Refresh();
}
将文件夹里的图片改为 2D and UI
[MenuItem("Assets/将文件夹的图片改为2D and UI", priority = 49)]
public static void SetAllTextureType()
{
UnityEngine.Object[] selectedAsset = Selection.GetFiltered(typeof(Texture), SelectionMode.DeepAssets);
if (selectedAsset.Length > 0)
{
for (int i = 0; i < selectedAsset.Length; i++)
{
if (selectedAsset[i] is Texture2D)
{
//获取路径
string path = AssetDatabase.GetAssetPath(selectedAsset[i]);
//获取图片属性。ti:可读可写
TextureImporter ti = TextureImporter.GetAtPath(path) as TextureImporter;
//修改图片的属性对图片进行操作
ti.mipmapEnabled = false;
ti.spriteBorder = Vector4.zero;
//将图片设为精灵模式(Sprite)
ti.textureType = TextureImporterType.Sprite;
//保存
ti.SaveAndReimport();
}
}
}
//刷新界面
AssetDatabase.Refresh();
}