private void GenerateSeparateTexturesFromLayers(AssetImportContext ctx, AseFile aseFile) { SpriteAtlasBuilder atlasBuilder = new SpriteAtlasBuilder(textureSettings, aseFile.Header.Width, aseFile.Header.Height); SpriteImportData[] spriteImportData = new SpriteImportData[0]; List <LayerChunk> layers = aseFile.GetChunks <LayerChunk>(); for (int i = 0; i < layers.Count; i++) { List <Texture2D> layerFrames = aseFile.GetLayerTexture(i, layers[i]); Texture2D layerAtlas; layerAtlas = atlasBuilder.GenerateAtlas(layerFrames.ToArray(), out spriteImportData, textureSettings.transparentMask, false); layerAtlas.filterMode = textureSettings.filterMode; layerAtlas.alphaIsTransparency = false; layerAtlas.wrapMode = TextureWrapMode.Clamp; layerAtlas.name = layers[i].LayerName; //AssetDatabase.CreateAsset( layerAtlas, Path.GetDirectoryName( ctx.assetPath ) + "/" + Path.GetFileNameWithoutExtension( ctx.assetPath ) + "-" + layers[i].LayerName + ".asset" ); ctx.AddObjectToAsset(layers[i].LayerName, layerAtlas); if (i == 0) { // assign member "atlas" for ImportSprites() etc below atlas = layerAtlas; ctx.SetMainObject(layerAtlas); } } switch (importType) { case AseFileImportType.LayerToSprite: case AseFileImportType.Sprite: ImportSprites(ctx, aseFile, spriteImportData); break; case AseFileImportType.Tileset: ImportTileset(ctx); break; } }
private void GenerateSeparateTexturesFromLayers(AssetImportContext ctx, AseFile aseFile) { SpriteAtlasBuilder atlasBuilder = new SpriteAtlasBuilder(textureSettings, aseFile.Header.Width, aseFile.Header.Height); List <LayerChunk> layers = aseFile.GetChunks <LayerChunk>(); SpriteImportData[] spriteImportData = new SpriteImportData[0]; { List <Texture2D> layerFrames = aseFile.GetLayerTexture(0, layers[0]); Texture2D layerAtlas = atlasBuilder.GenerateAtlas(layerFrames.ToArray(), out spriteImportData, textureSettings.transparentMask, false); layerAtlas.filterMode = textureSettings.filterMode; layerAtlas.alphaIsTransparency = false; layerAtlas.wrapMode = TextureWrapMode.Clamp; layerAtlas.name = layers[0].LayerName; //string assetpath = Path.GetDirectoryName( ctx.assetPath ) + "/" + Path.GetFileNameWithoutExtension( ctx.assetPath ) + "-" + layers[0].LayerName + ".asset"; //AssetDatabase.CreateAsset( layerAtlas, assetpath ); ctx.AddObjectToAsset(layers[0].LayerName, layerAtlas); switch (importType) { case AseFileImportType.LayerToSprite: case AseFileImportType.Sprite: ImportSprites(ctx, aseFile, spriteImportData, layerAtlas); break; case AseFileImportType.Tileset: ImportTileset(ctx, layerAtlas); break; } } for (int i = 1; i < layers.Count; i++) { List <Texture2D> layerFrames = aseFile.GetLayerTexture(i, layers[i]); Texture2D layerAtlas = atlasBuilder.GenerateAtlas(layerFrames.ToArray(), out _, textureSettings.transparentMask, false); layerAtlas.filterMode = textureSettings.filterMode; layerAtlas.alphaIsTransparency = false; layerAtlas.wrapMode = TextureWrapMode.Clamp; layerAtlas.name = layers[i].LayerName; ctx.AddObjectToAsset(layers[i].LayerName, layerAtlas); /* * string imagepath = Path.GetDirectoryName( ctx.assetPath ) + "/" + Path.GetFileNameWithoutExtension( ctx.assetPath ) + "-" + layers[i].LayerName + ".png"; * * Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>( imagepath ); * if( texture == null ) * { * File.WriteAllBytes( imagepath, layerAtlas.EncodeToPNG() ); * AssetDatabase.SaveAssets(); * } * else * { * * //texture.SetPixelData( layerAtlas.GetRawTextureData(), 0 ); * //EditorUtility.SetDirty( texture ); * } * AssetDatabase.Refresh(); * Texture2D asdf = AssetDatabase.LoadAssetAtPath<Texture2D>( imagepath ); * * //AssetDatabase.CreateAsset( layerAtlas, assetpath ); * * * TextureImporter textureImporter = GetAtPath( imagepath ) as TextureImporter; * if( textureImporter != null ) * { * SecondarySpriteTexture[] sst = new SecondarySpriteTexture[1]; * sst[0].name = "_NormalMap"; * sst[0].texture = layerAtlas; * textureImporter.secondarySpriteTextures = sst; * * EditorUtility.SetDirty( textureImporter ); * textureImporter.SaveAndReimport(); * * } */ } }