Unity图集初始化参数设置

生成图集时修改一部分参数

// ******************************************************************
//       /\ /|       @file       AtlasGenerator.cs
//       \ V/        @brief      图集生成器
//       | "")       @author     Shadowrabbit, yingtu0401@gmail.com
//       /  |                    
//      /  \\        @Modified    2021-11-09 12:37:42
//    *(__\_\        @Copyright   Copyright (c)  2021, Shadowrabbit
// ******************************************************************

using System;
using System.IO;
using UnityEditor;
using UnityEditor.U2D;
using UnityEngine;
using UnityEngine.U2D;
using Object = UnityEngine.Object;

public static class AtlasGenerator
{
    [MenuItem("Assets/Create/AutoSpriteAtlas", false, priority = -1003)]
    private static void CreateAutoSpriteAtlas()
    {
        //获取选中目录
        var folderName = SelectObjectPathInfo(out var folderDir);
        if (folderName == null || folderDir == null || folderName.Equals(string.Empty) ||
            folderDir.Equals(string.Empty))
        {
            Debug.LogError($"[王越]操作对象应为目录,当前未知");
            return;
        }

        //非法操作 在文件右键点了生成
        if (folderName.IndexOf(".", StringComparison.Ordinal) != -1)
        {
            Debug.LogError($"[王越]操作对象应为目录,当前为文件{folderName}");
            return;
        }

        var fixFolderDir = folderDir.Replace("\\", "/");
        //atlas所在完整目录
        var fullFolder = $"{fixFolderDir}/{folderName}";
        //不在预期路径下
        if (fullFolder.IndexOf("/AssetBundles/Atlas/", StringComparison.Ordinal) == -1)
        {
            Debug.LogError($"[王越]操作目标应在Assets/AssetBundles/Atlas/下,当前为{fullFolder}");
            return;
        }

        //子目录数组
        var folderArray = Directory.GetDirectories(fullFolder);
        if (folderArray.Length > 1)
        {
            Debug.LogWarning($"[王越]{fullFolder}子目录的数量大于1,超出预期");
        }

        //资源所在目录
        var atlasPath = $"{fullFolder}/{folderName}.spriteatlas";
        //删除原图集
        if (File.Exists(atlasPath))
        {
            AssetDatabase.DeleteAsset(atlasPath);
        }

        var atlas = new SpriteAtlas();
        // 设置参数 可根据项目具体情况进行设置
        var packSetting = new SpriteAtlasPackingSettings
        {
            enableTightPacking = false,
            padding = 4,
            enableRotation = true
        };
        atlas.SetPackingSettings(packSetting);
        var textureSetting = new SpriteAtlasTextureSettings
        {
            readable = false,
            generateMipMaps = false,
            sRGB = true,
            filterMode = FilterMode.Bilinear
        };
        atlas.SetTextureSettings(textureSetting);
        //安卓设置
        var androidSetting = new TextureImporterPlatformSettings
        {
            name = "Android",
            maxTextureSize = 2048,
            format = TextureImporterFormat.ASTC_4x4,
            compressionQuality = 50,
            overridden = true
        };
        //ios设置
        var iosSetting = new TextureImporterPlatformSettings
        {
            name = "iPhone",
            maxTextureSize = 2048,
            format = TextureImporterFormat.ASTC_4x4,
            compressionQuality = 50,
            overridden = true
        };
        //PC
        var pcSetting = new TextureImporterPlatformSettings
        {
            name = "Standalone",
            maxTextureSize = 2048,
            format = TextureImporterFormat.DXT5,
            compressionQuality = 50,
            overridden = true
        };
        atlas.SetPlatformSettings(androidSetting);
        atlas.SetPlatformSettings(iosSetting);
        atlas.SetPlatformSettings(pcSetting);
        AssetDatabase.CreateAsset(atlas, atlasPath);
        //引用当前目录下png
        var dir = new DirectoryInfo(fullFolder);
        var files = dir.GetFiles("*.png");
        foreach (var file in files)
        {
            atlas.Add(new Object[] { AssetDatabase.LoadAssetAtPath<Sprite>($"{fullFolder}/{file.Name}") });
        }

        //引用子目录
        foreach (var folder in folderArray)
        {
            var obj = AssetDatabase.LoadAssetAtPath(folder, typeof(Object));
            atlas.Add(new[] { obj });
        }

        AssetDatabase.SaveAssets();
        Debug.Log($"[王越]atlas生成成功: {atlasPath}");
    }

    /// <summary>
    /// 获取选中目录
    /// </summary>
    /// <param name="dirName"></param>
    /// <returns>filename</returns>
    private static string SelectObjectPathInfo(out string dirName)
    {
        dirName = string.Empty;
        if (Selection.activeInstanceID < 0)
        {
            return dirName;
        }

        var path = AssetDatabase.GetAssetPath(Selection.activeInstanceID);
        dirName = Path.GetDirectoryName(path);
        return Path.GetFileName(path);
    }
}
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