using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
using System.Text;
public class AtlasCreate
{
//用来保存图片中的设置信息 比如用RGBA32压缩格式等
public class TextureImporterSettings
{
public bool isReadable;//纹理信息在内存中是否可读
public TextureImporterFormat textureFormat;//纹理的格式
public TextureImporterSettings(bool isReadable, TextureImporterFormat textureFormat)
{
this.isReadable = isReadable;
this.textureFormat = textureFormat;
}
}
//用来保存单个图片的信息
public class SpriteInfo
{
public string name;//图片的名字
public Vector4 spriteBorder;//图片的包围盒(如果有的话)
public Vector2 spritePivot;//图片包围盒中的中心轴(如果有的话)
public float width;
public float height;
public SpriteInfo(string name, Vector4 border, Vector2 pivot, float w, float h)
{
this.name = name;
spriteBorder = border;
spritePivot = pivot;
width = w;
height = h;
}
}
static float matAtlasSize = 2048;//最大图集尺寸
static float padding = 1;//每两个图片之间用多少像素来隔开
private static List<SpriteInfo> spriteList = new List<SpriteInfo>();
[MenuItem("Assets/AtlasCreate")]
static public void Init()
{
string assetPath;
//根据我们的选择来获取选中物体的信息
Object[] objs = Selection.GetFiltered(typeof(Texture), SelectionMode.DeepAssets);
//判断图片命名的合法性
for (int i = 0; i < objs.Length; i++)
{
Object obj = objs[i];
if (obj.name.StartsWith(" ") || obj.name.EndsWith(" "))
{
string newName = obj.name.TrimStart(' ').TrimEnd(' ');
Debug.Log(string.Format("rename texture'name old name : {0}, new name {1}", obj.name, newName));
AssetDatabase.RenameAsset(AssetDatabase.GetAssetPath(obj), newName);
}
}
Texture2D[] texs = new Texture2D[objs.Length];//用来保存objs中的物体
if (texs.Length <= 0)
{
Debug.Log("请先选择要合并的小图或小图的目录");
return;
}
for (var i = 0; i < objs.Length; i++)
{
texs[i] = objs[i] as Texture2D;
assetPath = AssetDatabase.GetAssetPath(texs[i]);
AssetDatabase.ImportAsset(assetPath);//重新把图片导入内存,理论上unity工程中的资源在用到的时候,Unity会自动导入到内存,但有的时候却没有自动导入,为了以防万一,我们手动导入一次
}
//得到图片的设置信息
TextureImporterSettings[] originalSets = GatherSettings(texs);
//根据我们的需求 设置图片的一些信息.
for (int i = 0; i < texs.Length; i++)
{
SetupTexture(texs[i], true, TextureImporterFormat.RGBA32);
}
//最终打成的图集路径,包括名字
assetPath = "Assets/Atlas.png";
string outputPath = Application.dataPath + "/../" + assetPath;
//主要的打图集代码
PackAndOutputSprites(texs, assetPath, outputPath);
//打出图集后在Unity选中它
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(assetPath, typeof(Texture)));
}
//得到图片的设置信息
static public TextureImporterSettings[] GatherSettings(Texture2D[] texs)
{
TextureImporterSettings[] sets = new TextureImporterSettings[texs.Length];
for (var i = 0; i < texs.Length; i++)
{
var tex = texs[i];
var assetPath = AssetDatabase.GetAssetPath(tex);
TextureImporter imp = AssetImporter.GetAtPath(assetPath) as TextureImporter;
sets[i] = new TextureImporterSettings(imp.isReadable, imp.textureFormat);
//如果图片由包围盒的话 记录包围盒信息
if (imp.textureType == TextureImporterType.Sprite && imp.spriteBorder != Vector4.zero)
{
var spriteInfo = new SpriteInfo(tex.name, imp.spriteBorder, imp.spritePivot, tex.width, tex.height);
spriteList.Add(spriteInfo);
}
}
return sets;
}
//根据我们的需求 设置图片的一些信息.
static public void SetupTexture(Texture2D tex, bool isReadable, TextureImporterFormat textureFormat)
{
var assetPath = AssetDatabase.GetAssetPath(tex);
TextureImporter importer = AssetImporter.GetAtPath(assetPath) as TextureImporter;
importer.isReadable = isReadable;//图片是否可读取它的内存信息
importer.textureFormat = textureFormat;//图片的格式
importer.mipmapEnabled = false;//是否生成mipmap文件
importer.npotScale = TextureImporterNPOTScale.None;//用于非二次幂纹理的缩放模式
importer.SaveAndReimport();//刷新图片
}
static public void PackAndOutputSprites(Texture2D[] texs, string atlasAssetPath, string outputPath)
{
Texture2D atlas = new Texture2D(1, 1);
Rect[] rs = atlas.PackTextures(texs, (int)padding, (int)matAtlasSize);//添加多个图片到一个图集中,返回值是每个图片在图集(大图片)中的U坐标等信息
// 把图集写入到磁盘文件,最终在磁盘上会有一个图片生成,这个图片包含了很多小图片
File.WriteAllBytes(outputPath, atlas.EncodeToPNG());
RefreshAsset(atlasAssetPath);//刷新图片
//记录图片的名字,只是用于输出日志用;
StringBuilder names = new StringBuilder();
//SpriteMetaData结构可以让我们编辑图片的一些信息,想图片的name,包围盒border,在图集中的区域rect等
SpriteMetaData[] sheet = new SpriteMetaData[rs.Length];
for (var i = 0; i < sheet.Length; i++)
{
SpriteMetaData meta = new SpriteMetaData();
meta.name = texs[i].name;
meta.rect = rs[i];//这里的rect记录的是单个图片在图集中的uv坐标值
//因为rect最终需要记录单个图片在大图片图集中所在的区域rect,所以我们做如下的处理
meta.rect.Set(
meta.rect.x * atlas.width,
meta.rect.y * atlas.height,
meta.rect.width * atlas.width,
meta.rect.height * atlas.height
);
//如果图片有包围盒信息的话
var spriteInfo = GetSpriteMetaData(meta.name);
if (spriteInfo != null)
{
meta.border = spriteInfo.spriteBorder;
meta.pivot = spriteInfo.spritePivot;
}
sheet[i] = meta;
//打印日志用
names.Append(meta.name);
if (i < sheet.Length - 1)
names.Append(",");
}
//设置图集的信息
TextureImporter imp = TextureImporter.GetAtPath(atlasAssetPath) as TextureImporter;
imp.textureType = TextureImporterType.Sprite;//图集的类型
imp.textureFormat = TextureImporterFormat.AutomaticCompressed;//图集的格式
imp.spriteImportMode = SpriteImportMode.Multiple;//Multiple表示我们这个大图片(图集)中包含很多小图片
imp.mipmapEnabled = false;//是否开启mipmap
imp.spritesheet = sheet;//设置图集中小图片的信息(每个图片所在的区域rect等)
// 保存并刷新
imp.SaveAndReimport();
spriteList.Clear();
//输出日志
Debug.Log("Atlas create ok. " + names.ToString());
}
//刷新图片
static public void RefreshAsset(string assetPath)
{
AssetDatabase.Refresh();
AssetDatabase.ImportAsset(assetPath);
}
//得到图片的信息
static public SpriteInfo GetSpriteMetaData(string texName)
{
for (int i = 0; i < spriteList.Count; i++)
{
if (spriteList[i].name == texName)
{
return spriteList[i];
}
}
//Debug.Log("Can not find texture metadata : " + texName);
return null;
}
}
UGUI打图集
最新推荐文章于 2024-01-03 09:22:36 发布
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