有时候我们做好了图文集,也给预制体设置好了UISprite,这时原来的图片打到了另一个图集里去了,这就需要更换Atlas了,如果量多的话手动去改就会麻烦,而且可能会有遗漏的。码农都喜欢一劳永逸的,点两下鼠标就能搞定的,所以下面我们来写个小工具来批量处理。不多说上代码:
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
/*
基本思路:获取所Atlas上的精灵把它信息用SpriteInfo结构存储,然后将SpriteInfo存在List<SpriteInfo>列表中;
用预制体上精灵的名字到List<SpriteInfo>列表中找到对应的Atlas并将它赋值给精灵;
*/
/// <summary>
/// 用来存放Atlas上的精灵名字和对应的Atlas;
/// </summary>
public class SpriteInfo
{
public string _mName;
public UIAtlas _mAtlas;
}
public class SetSpriteAtlas {
//所有Atlas上的精灵;
static List<SpriteInfo> _mSpriteList = new List<SpriteInfo>();
//所有界面预制体;
static List<Object> _mPrefabList = new List<Object>();
[MenuItem("Tools/SetSpriteAtlas")]
static void Set()
{
GetAllAtlasSprites ();
BeginSet ();
Clear ();
}
static void GetAllAtlasSprites()
{
string[] paths = AssetDatabase.GetAllAssetPaths ();
for (int i=0; i<paths.Length; i++)
{
string path = paths[i];
if (path.EndsWith(".prefab", System.StringComparison.OrdinalIgnoreCase))
{
Object obj = AssetDatabase.LoadMainAssetAtPath(path);
if (null != obj && PrefabUtility.GetPrefabType(obj) == PrefabType.Prefab)
{
EditorUtility.DisplayProgressBar("loading", "Find Prefab and Atlas...", (float)i/paths.Length);
UIAtlas atlas = (obj as GameObject).GetComponent<UIAtlas>();
if (null != atlas)
{
//获取Atlas上的精灵;
foreach (UISpriteData sp in atlas.spriteList)
{
SpriteInfo psinfo = new SpriteInfo();
psinfo._mName = sp.name;
psinfo._mAtlas = atlas;
_mSpriteList.Add(psinfo);
}
continue;
}
//添加界面prefab;
_mPrefabList.Add(obj);
}
}
}
EditorUtility.ClearProgressBar ();
}
static void BeginSet()
{
int i = 0;
foreach (Object obj in _mPrefabList)
{
i++;
EditorUtility.DisplayProgressBar("Set Atlas","Set Atlas...", (float)i/_mPrefabList.Count);
GameObject prefab = obj as GameObject;
//获取预制体上所有的UISprite;
UISprite[] sprites = prefab.GetComponents<UISprite>();
foreach (UISprite sp in sprites)
{
//根据精灵名字找到Atlas;
UIAtlas atlas = GetAtlas(sp.spriteName);
if (null == atlas) continue;
if (!atlas.name.Equals(sp.atlas.name))
{
sp.atlas = atlas;
}
}
EditorUtility.SetDirty(prefab);
}
EditorUtility.ClearProgressBar ();
}
static UIAtlas GetAtlas(string spriteName)
{
foreach (SpriteInfo sp in _mSpriteList)
{
if (sp._mName.Equals(spriteName))
{
return sp._mAtlas;
}
}
return null;
}
static void Clear()
{
_mPrefabList.Clear ();
_mSpriteList.Clear ();
}
}
OK,代码很简单,这里我就不解释,如果大家有更好的方法求教!!!!