rebuildAtlas() public static method

public static rebuildAtlas ( Texture2D textures, string filename, bool generateSdAtlas ) : Rect[]
textures UnityEngine.Texture2D
filename string
generateSdAtlas bool
return Rect[]
Beispiel #1
0
    public static void refreshSourceImages(this SKSpriteSheet sheet)
    {
        // set a flag while we import the PSD to avoid our AssetPostprocessor from getting an endless loop of death
        isCurrentlyRefreshingSourceImages = true;

        try
        {
            var textureInfoList      = new List <SKTextureInfo>();
            var files                = Directory.GetFiles(sheet.imageSourceFolder).Where(f => !f.EndsWith(".meta")).ToArray();
            var textures             = new Dictionary <string, Texture2D>(files.Length);
            var texturesNotToDestroy = new List <string>();
            var containedImages      = new List <string>();

            float progress = 1f;

            foreach (var f in files)
            {
                EditorUtility.DisplayProgressBar("Creating Sprite Atlases..", "processing image at path: " + f, progress++ / files.Length);

                var       path = Path.Combine(sheet.imageSourceFolder, Path.GetFileName(f));
                Texture2D tex  = null;

                if (Path.GetExtension(path) == ".png")
                {
                    // we load directly from disk so that the textures are guaranteed readable
                    tex = new Texture2D(0, 0);
                    tex.LoadImage(File.ReadAllBytes(f));
                }
                else if (Path.GetExtension(path).ToLower() == ".psd" || Path.GetExtension(path) == ".gif")
                {
                    var texImporter = TextureImporter.GetAtPath(path) as TextureImporter;
                    texImporter.isReadable = true;
                    AssetDatabase.ImportAsset(path);

                    tex = AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) as Texture2D;
                    if (tex != null)
                    {
                        texturesNotToDestroy.Add(tex.name);
                    }
                }


                if (tex != null)
                {
                    textures.Add(Path.GetFileName(f), tex);
                    containedImages.Add(Path.GetFileName(f));
                }
            }

            sheet.containedImages = containedImages.ToArray();

            // pack all the textures and make a lookup dictionary
            var textureArray = textures.Select(x => x.Value).ToArray();
            var rects        = SKTextureUtil.rebuildAtlas(textureArray, sheet.name.Replace("_sheet", string.Empty) + "_atlas", sheet.hasHdAtlas);
            var texToRect    = new Dictionary <string, Rect>(textures.Count);

            for (var i = 0; i < textureArray.Length; i++)
            {
                var key = textures.Where(y => y.Value == textureArray[i]).Select(x => x.Key).First();
                texToRect[key] = rects[i];
            }

            // create our textureInfos
            foreach (var item in texToRect)
            {
                var tex = textures[item.Key];

                var info = new SKTextureInfo();
                info.file   = item.Key;
                info.uvRect = item.Value;
                info.size   = new Vector2(tex.width, tex.height);
                textureInfoList.Add(info);
            }

            // clean up textures
            foreach (var tex in textures)
            {
                // only destroy textures that we loaded from pngs
                if (!texturesNotToDestroy.Contains(tex.Value.name))
                {
                    GameObject.DestroyImmediate(tex.Value, true);
                }
            }
            textures.Clear();

            // not sure why getting the asset path triggers a save but it does for some reason
            AssetDatabase.GetAssetPath(sheet);
            sheet.imageTextureInfo = textureInfoList.ToArray();
            //AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
            EditorUtility.SetDirty(sheet);
        }
        catch (System.Exception e)
        {
            Debug.LogError("Something went wrong creating the atlas: " + e);
        }
        finally
        {
            EditorUtility.ClearProgressBar();
            isCurrentlyRefreshingSourceImages = false;
        }
    }