Example #1
0
        private void PackFolder(string folder)
        {
            var textures = AssetDatabase.FindAssets("t:Texture2D", new string[] { folder })
                           .Select(guid => AssetDatabase.GUIDToAssetPath(guid))
                           .Select(path => new PackAssetSprite(path)).ToArray();

            if (textures.Length == 0)
            {
                return;
            }
            for (int i = 0; i < textures.Length; i++)
            {
                var texPath    = textures[i].assetPath;
                var assetPath  = texPath.Replace(folder + "/", "");
                var assetDir   = Path.GetDirectoryName(assetPath);
                var assetName  = Path.GetFileNameWithoutExtension(assetPath);
                var assetLabel = string.IsNullOrEmpty(assetDir) ? assetName : assetDir + "/" + assetName;
                textures[i].name    = assetLabel;
                textures[i].quality = PackUtil.CheckTextureCompressed(texPath) ? PackQuality.AlphaSplit : PackQuality.Full;
            }
            var atlasRaw = AtlasPacker.Pack(folder, textures, mSetting);

            if (atlasRaw != null)
            {
                Selection.activeObject = atlasRaw;
            }
        }
Example #2
0
        private static void MapSprite2Atlas(string targetFolder, PackSetting setting, List <UnityEngine.UI.Sprite> sprites)
        {
            var spritePaths = new List <string>();

            foreach (var sprite in sprites)
            {
                if (sprite != null && sprite.type == UnityEngine.UI.Sprite.Type.Sprite)
                {
                    var path = AssetDatabase.GetAssetPath(sprite.sprite);
                    if (!string.IsNullOrEmpty(path) && !spritePaths.Contains(path))
                    {
                        spritePaths.Add(path);
                    }
                }
            }
            var pathSpriteMap = new Dictionary <string, UnityEngine.UI.Sprite>();
            var spriteGroups  = spritePaths.GroupBy(path =>
            {
                var importer = AssetImporter.GetAtPath(path) as TextureImporter;
                return(importer.spritePackingTag);
            });

            foreach (var group in spriteGroups)
            {
                var groupPaths   = group.ToArray();
                var groupNames   = Util.MapSpritePath2SpriteNameInAtlas(groupPaths);
                var groupSprites = new PackAssetSprite[groupPaths.Length];
                for (int i = 0; i < groupPaths.Length; i++)
                {
                    groupSprites[i] = new PackAssetSprite(groupPaths[i])
                    {
                        name = groupNames[i]
                    };
                    groupSprites[i].quality = PackUtil.CheckTextureCompressed(groupPaths[i]) ? PackQuality.AlphaSplit : PackQuality.Full;
                }
                var groupTag    = string.IsNullOrEmpty(group.Key) ? EmptyTagName : group.Key;
                var groupFolder = Path.Combine(targetFolder, groupTag);
                if (!Directory.Exists(groupFolder))
                {
                    Directory.CreateDirectory(groupFolder);
                }
                var atlasRaw = AtlasPacker.Pack(groupFolder, groupSprites, setting);
                for (int i = 0; i < groupPaths.Length; i++)
                {
                    pathSpriteMap[groupPaths[i]] = new UnityEngine.UI.Sprite(atlasRaw, groupNames[i]);
                }
            }
            ;
            for (int i = 0; i < sprites.Count; i++)
            {
                var sprite = sprites[i];
                if (sprite != null && sprite.type == UnityEngine.UI.Sprite.Type.Sprite)
                {
                    var path = AssetDatabase.GetAssetPath(sprite.sprite);
                    if (!string.IsNullOrEmpty(path))
                    {
                        sprites[i] = pathSpriteMap[path];
                    }
                }
            }
        }