Beispiel #1
0
 private void OnPostprocessTexture(Texture2D texture)
 {
     if (!TexturePackerImporter.spriteSheets.isNormalmapSheet(assetPath))
     {
         return;
     }
     TexturePackerImporter.createMaterialForNormalmap(assetPath, TexturePackerImporter.spriteSheets.spriteFileForNormalsFile(assetPath));
 }
    private void Generate(UnityEngine.Object[]  objects,
                          bool[]                valids,
                          GenState gen)
    {
        for (int i = 0; i < valids.Length; i++)
        {
            if (!valids[i])
            {
                continue;
            }

            TextAsset atlas = objects[i] as TextAsset;

            if (gen.genOBJ)
            {
                Mesh[] meshes = TexturePackerImporter.GenerateMeshes(atlas);
                if (meshes == null)
                {
                    return;
                }
                TexturePackerImporter.GenerateOBJs(atlas, meshes);
            }
            if (gen.genPrefab)
            {
                Mesh[] meshes = TexturePackerImporter.GenerateMeshes(atlas);
                if (meshes == null)
                {
                    return;
                }
                Material mat = TexturePackerImporter.GenerateMaterial(atlas);
                if (mat == null)
                {
                    return;
                }
                TexturePackerImporter.GeneratePrefabs(atlas, meshes, mat);
            }
            if (gen.genMesh)
            {
                TexturePackerImporter.GenerateMeshes(atlas);
            }
            if (gen.genMat)
            {
                TexturePackerImporter.GenerateMaterial(atlas);
            }
        }
    }
Beispiel #3
0
    private void OnPreprocessTexture()
    {
        TextureImporter importer = assetImporter as TextureImporter;

        if (TexturePackerImporter.spriteSheets.isSpriteSheet(assetPath))
        {
//            Debug.Log("Sprite "+TexturePackerImporter.spriteSheets.spriteMetaDataForSpriteFile(assetPath));
            TexturePackerImporter.updateSpriteMetaData(importer,
                                                       TexturePackerImporter.spriteSheets.spriteMetaDataForSpriteFile(assetPath));
        }
//        else
//            Debug.Log("NO sprite?¿? " +assetPath);

        if (!TexturePackerImporter.spriteSheets.isNormalmapSheet(assetPath))
        {
            return;
        }
        TexturePackerImporter.prepareNormalmapForImport(importer);
    }
    void OnGUI()
    {
        UnityEngine.Object[] objects = Selection.objects;
        bool[] valids = TexturePackerImporter.ValidateAssets(objects);

        int numValids = 0;

        EditorGUI.indentLevel++;
        for (int i = 0; i < valids.Length; i++)
        {
            if (valids[i])
            {
                numValids++;
                EditorGUILayout.LabelField(objects[i].name);
            }
        }
        EditorGUI.indentLevel--;

        if (numValids == 0)
        {
            return;
        }

        GenState gen = new GenState();

        gen.genMesh = Toggle("Generate Meshes", prefGenMesh);

        if (!gen.genMesh && EditorPrefs.GetBool(prefGenOBJ))
        {
            EditorPrefs.SetBool(prefGenOBJ, false);
        }

        if (!gen.genMesh && EditorPrefs.GetBool(prefGenPrefab))
        {
            EditorPrefs.SetBool(prefGenPrefab, false);
        }

        gen.genMat    = Toggle("Generate Materials", prefGenMaterial);
        gen.genOBJ    = Toggle("Generate OBJs", prefGenOBJ);
        gen.genPrefab = Toggle("Generate Prefabs", prefGenPrefab);

        if (gen.genOBJ && !gen.genMesh)
        {
            EditorPrefs.SetBool(prefGenMesh, true);
        }

        if (gen.genPrefab && !gen.genMesh)
        {
            EditorPrefs.SetBool(prefGenMesh, true);
        }

        if (gen.genPrefab && !gen.genMat)
        {
            EditorPrefs.SetBool(prefGenMaterial, true);
        }

        if (GUILayout.Button("Generate"))
        {
            Generate(objects, valids, gen);
        }
    }