原文链接:
http://www.manew.com/thread-42456-1-1.html
1.将图集放置到Asset/Resources下,切割图集
2.
using UnityEngine;
using UnityEditor;
using System.IO;
public class TestSaveSprite
{
[MenuItem("Tools/导出精灵")]
static void SaveSprite()
{
string resourcesPath = "Assets/Resources/";
foreach (Object obj in Selection.objects)
{
string selectionPath = AssetDatabase.GetAssetPath(obj);
if (selectionPath.StartsWith(resourcesPath))
{
//返回扩展名,例如返回.png
string selectionExt = System.IO.Path.GetExtension(selectionPath);
if (selectionExt.Length == 0) continue;
//除去扩展名,从路径"Assets/Resources/UI/testUI.png"得到路径"Assets/Resources/UI/testUI"
string loadPath = selectionPath.Remove(selectionPath.Length - selectionExt.Length);
//除去""Assets/Resources/",从路径"Assets/Resources/UI/testUI"得到路径"UI/testUI"
loadPath = loadPath.Substring(resourcesPath.Length);
TextureImporter importer = AssetImporter.GetAtPath(selectionPath) as TextureImporter;
importer.textureType = TextureImporterType.Advanced;
importer.isReadable = true;
AssetDatabase.ImportAsset(selectionPath);
string spriteName = loadPath.Substring(loadPath.LastIndexOf('/') + 1);
Debug.Log(spriteName);
int counter = 0;
Sprite[] sprites = Resources.LoadAll<Sprite>(loadPath);
if (sprites.Length > 0)
{
// 创建导出文件夹
string outPath = Application.dataPath + "/OutSprite/" + loadPath;
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]);
}
}
foreach (Sprite sprite in sprites)
{
// 创建单独的纹理
Texture2D tex = new Texture2D((int)sprite.rect.width, (int)sprite.rect.height, sprite.texture.format, false);
tex.SetPixels(sprite.texture.GetPixels((int)sprite.rect.xMin, (int)sprite.rect.yMin,
(int)sprite.rect.width, (int)sprite.rect.height));
tex.Apply();
//针对TexturePacker的命名方式
string name;
if (counter < 10)
{
name = spriteName + "_0" + counter.ToString();
}
else
{
name = spriteName + "_" + counter.ToString();
}
counter++;
File.WriteAllBytes(outPath + "/" + name + ".png", tex.EncodeToPNG());
}
Debug.Log("SaveSprite to " + outPath);
}
}
}
AssetDatabase.Refresh();
Debug.Log("SaveSprite Finished");
}
}