以前的博客有介绍怎么切割图片
https://blog.csdn.net/qq_42661974/article/details/84258719
首先创建一个脚本 放在Editor文件夹中
using UnityEngine;
using UnityEditor;
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);
// 必须最上级是"Assets/Resources/"
if (selectionPath.StartsWith(resourcesPath))
{
string selectionExt = System.IO.Path.GetExtension(selectionPath);
if (selectionExt.Length == 0)
{
continue;
}
// 从路径"Assets/Resources/UI/testUI.png"得到路径"UI/testUI"
string loadPath = selectionPath.Remove(selectionPath.Length - selectionExt.Length);
loadPath = loadPath.Substring(resourcesPath.Length);
// 加载此文件下的所有资源
Sprite[] sprites = Resources.LoadAll<Sprite>(loadPath);
if (sprites.Length > 0)
{
// 创建导出文件夹
string outPath = Application.dataPath + "/outSprite/" + loadPath;
System.IO.Directory.CreateDirectory(outPath);
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();
// 写入成PNG文件
System.IO.File.WriteAllBytes(outPath + "/" + sprite.name + ".png", tex.EncodeToPNG());
}
Debug.Log("SaveSprite to " + outPath);
}
}
}
Debug.Log("SaveSprite Finished");
}
}
脚本写好后会发现unity工具栏出现一个tools工具
要导出的图集必须在Resources文件夹下
选择图集后点击导出精灵
导出成功后会打印路径,然后按照路径找出导出成功的资源
导出成功