Ejemplo n.º 1
0
        public void Init()
        {
            ab            = TestData.LoadBundle("texturetest.bundle");
            originTexture = TestData.LoadFirstAsset <UnityEngine.Texture2D>(ab);
            Assert.IsNotNull(originTexture);

            ByteBuffer result = TextureSaver.Save(originTexture);

            texture = Schema.Texture.GetRootAsTexture(result);
        }
Ejemplo n.º 2
0
    static void DoIt()
    {
        string[] files = System.IO.Directory.GetFiles(ArtWork.path, "*.*", System.IO.SearchOption.AllDirectories);
        files = files.Where(s => s.EndsWith(".tga") || s.EndsWith(".png") || s.EndsWith(".jpg")).ToArray();
        files = Array.ConvertAll <string, string>(files, new Converter <string, string>((s) => { return(s.Replace('\\', '/')); }));

        if ((EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android) &&
            (EditorUserBuildSettings.activeBuildTarget != BuildTarget.iOS) &&
            (EditorUserBuildSettings.activeBuildTarget != BuildTarget.StandaloneWindows) &&
            (EditorUserBuildSettings.activeBuildTarget != BuildTarget.StandaloneWindows64))
        {
            EditorUtility.DisplayDialog("不得行", EditorUserBuildSettings.activeBuildTarget.ToString() + "是不支持的平台", "晓得不嘛");
        }

        string[] names = files;
        for (int i = 0; i < names.Length; i++)
        {
            Texture2D texture = AssetDatabase.LoadAssetAtPath <Texture2D>(names[i]);

            string path = names[i].Substring(ArtWork.path.Length);
            path = System.IO.Path.GetDirectoryName(path) + "/" + System.IO.Path.GetFileNameWithoutExtension(path);
            path = TargetPath.GetHome() + "/.root/" + path + "." + TargetPath.GetPath(EditorUserBuildSettings.activeBuildTarget).ToLower() + ".texture";

            string folder = System.IO.Path.GetDirectoryName(path);
            if (!System.IO.Directory.Exists(folder))
            {
                System.IO.Directory.CreateDirectory(folder);
            }

            ByteBuffer bb = TextureSaver.Save(texture);
            FileSaver.Save(bb, Schema.Context.Texture, path);
        }

        names = null;
        EditorUtility.DisplayDialog("搞定了", "纹理输出完毕", "好了");
    }