public static void BuildPsd(GameObject root, PSDLayerGroupInfo group, PsdExportSettings settings, PsdFileInfo fileInfo, SpriteAlignment align, IPsdConstructor constructor) { // Run the export on non exported layers PSDExporter.Export(settings, fileInfo, false); // Find all the layers being exported var exportLayers = PSDExporter.GetExportLayers(settings, fileInfo); // Stores the root object for each encountered group Dictionary <PSDLayerGroupInfo, GameObject> groupHeaders = new Dictionary <PSDLayerGroupInfo, GameObject>(); // Store the last parent, for traversal GameObject lastParent = root; GameObject rootBase = null; int groupVisibleMask = 1; int groupDepth = 0; // Loop through all the layers of the PSD file // backwards so they appear in the expected order // Going through all the layers, and not just the exported layers // so that the groups can be setup for (int i = group.end; i >= group.start; i--) { // Skip if layer is hidden if (fileInfo.LayerVisibility[i] == false) { continue; } var groupInfo = fileInfo.GetGroupByLayerIndex(i); bool inGroup = groupInfo != null; // Skip if layer belongs to a hidden group if (inGroup && groupInfo.visible == false) { continue; } // When inside a group... if (inGroup) { // Inverted because starting backwards bool startGroup = groupInfo.end == i; bool closeGroup = groupInfo.start == i; // Go up or down group depths if (startGroup) { groupDepth++; groupVisibleMask |= ((groupInfo.visible ? 1 : 0) << groupDepth); } if (closeGroup) { // Reset group visible flag when closing group groupVisibleMask &= ~(1 << groupDepth); groupDepth--; } // First, check if parents of this group is visible in the first place bool parentVisible = true; for (int parentMask = groupDepth - 1; parentMask > 0; parentMask--) { bool isVisible = (groupVisibleMask & (1 << parentMask)) > 0; parentVisible &= isVisible; } // Parents not visible, continue to next layer if (!parentVisible) { continue; } // Finally, check if layer being processed is start/end of group if (startGroup || closeGroup) { // If start or end of the group, call HandleGroupObject // which creates the group layer object and assignment of lastParent HandleGroupObject(groupInfo, groupHeaders, startGroup, constructor, ref lastParent); // A bunch of book keeping needs to be done at the start of a group if (startGroup) { // If this is the start of the group being constructed // store as the rootBase if (i == group.end) { rootBase = lastParent; } } // Start or end group doesn't have visible sprite object, skip to next layer continue; } } // End processing of group start/end // If got to here, processing a visual layer // Skip if the export layers list doesn't contain this index if (exportLayers.Contains(i) == false) { continue; } // If got here and root base hasn't been set, that's a problem if (rootBase == null) { throw new Exception("Trying to create image layer before root base has been set"); } // Get layer info Layer layer = settings.Psd.Layers[i]; // Create the game object for the sprite string layerName = Utility.PinYinHelper.Convert(layer.Name); GameObject spriteObject = constructor.CreateGameObject(layerName, lastParent); // Reparent created object to last parent if (lastParent != null) { spriteObject.transform.SetParent(lastParent.transform, false); } Vector2 spritePivot = GetPivot(SpriteAlignment.Center); if (layer.IsText) { var layerText = layer.LayerText; Text text = spriteObject.AddComponent <Text>(); text.horizontalOverflow = HorizontalWrapMode.Overflow; text.verticalOverflow = VerticalWrapMode.Overflow; text.fontSize = (int)layerText.FontSize; text.rectTransform.SetAsFirstSibling(); text.rectTransform.sizeDelta = new Vector2(layer.Rect.width, layer.Rect.height); text.text = layerText.Text.Replace("\r\n", "\n").Replace("\r", "\n"); FontStyle fontStyle = FontStyle.Normal; if (layerText.FauxBold) { fontStyle |= FontStyle.Bold; } if (layerText.FauxItalic) { fontStyle |= FontStyle.Italic; } float a = ((layerText.FillColor | 0xFF000000U) >> 24) / 255f; float r = ((layerText.FillColor | 0xFF0000U) >> 16) / 255f; float g = ((layerText.FillColor | 0xFF00U) >> 8) / 255f; float b = (layerText.FillColor | 0xFFU) / 255f; text.color = new Color(r, g, b, a); } else { // Retrieve sprite from asset database string sprPath = PSDExporter.GetLayerFilename(settings, i); Sprite sprite = AssetDatabase.LoadAssetAtPath <Sprite>(sprPath); // Get the pivot settings for the sprite TextureImporter sprImporter = (TextureImporter)AssetImporter.GetAtPath(sprPath); TextureImporterSettings sprSettings = new TextureImporterSettings(); sprImporter.ReadTextureSettings(sprSettings); sprImporter = null; // Add components to the sprite object for the visuals constructor.AddComponents(i, spriteObject, sprite, sprSettings); // Reposition the sprite object according to PSD position spritePivot = GetPivot(sprSettings); } Vector3 layerPos = constructor.GetLayerPosition(layer.Rect, spritePivot, settings.PixelsToUnitSize); // reverse y axis layerPos.y = fileInfo.height - layerPos.y; // Scaling factor, if sprites were scaled down float posScale = 1f; switch (settings.ScaleBy) { case 1: posScale = 0.5f; break; case 2: posScale = 0.25f; break; } layerPos *= posScale; // Sprite position is based on root object position initially Transform spriteT = spriteObject.transform; spriteT.position = layerPos; } // End layer loop } // End BuildPsd()
public static void BuildPsd(GameObject root, PSDLayerGroupInfo group, PsdExportSettings settings, PsdFileInfo fileInfo, SpriteAlignment align, IPsdConstructor constructor) { // Run the export on non exported layers PSDExporter.Export(settings, fileInfo, false); // Find all the layers being exported var exportLayers = PSDExporter.GetExportLayers(settings, fileInfo); // Stores the root object for each encountered group Dictionary <PSDLayerGroupInfo, GameObject> groupHeaders = new Dictionary <PSDLayerGroupInfo, GameObject>(); // Store the last parent, for traversal GameObject lastParent = root; GameObject rootBase = null; Transform rootBaseT = null; int groupVisibleMask = 1; int groupDepth = 0; // Loop through all the layers of the PSD file // backwards so they appear in the expected order // Going through all the layers, and not just the exported layers // so that the groups can be setup for (int i = group.end; i >= group.start; i--) { // Skip if layer is hidden if (fileInfo.LayerVisibility[i] == false) { continue; } var groupInfo = fileInfo.GetGroupByLayerIndex(i); bool inGroup = groupInfo != null; // Skip if layer belongs to a hidden group if (inGroup && groupInfo.visible == false) { continue; } // When inside a group... if (inGroup) { // Inverted because starting backwards bool startGroup = groupInfo.end == i; bool closeGroup = groupInfo.start == i; // Go up or down group depths if (startGroup) { groupDepth++; groupVisibleMask |= ((groupInfo.visible ? 1 : 0) << groupDepth); } if (closeGroup) { // Reset group visible flag when closing group groupVisibleMask &= ~(1 << groupDepth); groupDepth--; } // First, check if parents of this group is visible in the first place bool parentVisible = true; for (int parentMask = groupDepth - 1; parentMask > 0; parentMask--) { bool isVisible = (groupVisibleMask & (1 << parentMask)) > 0; parentVisible &= isVisible; } // Parents not visible, continue to next layer if (!parentVisible) { continue; } // Finally, check if layer being processed is start/end of group if (startGroup || closeGroup) { // If start or end of the group, call HandleGroupObject // which creates the group layer object and assignment of lastParent HandleGroupObject(groupInfo, groupHeaders, startGroup, constructor, ref lastParent); // A bunch of book keeping needs to be done at the start of a group if (startGroup) { // If this is the start of the group being constructed // store as the rootBase if (i == group.end) { rootBase = lastParent; rootBaseT = rootBase.transform; } } // Start or end group doesn't have visible sprite object, skip to next layer continue; } } // End processing of group start/end // If got to here, processing a visual layer // Skip if the export layers list doesn't contain this index if (exportLayers.Contains(i) == false) { continue; } // If got here and root base hasn't been set, that's a problem if (rootBase == null) { throw new Exception("Trying to create image layer before root base has been set"); } // Get layer info Layer layer = settings.Psd.Layers[i]; // Create the game object for the sprite GameObject spriteObject = constructor.CreateGameObject(layer.Name, lastParent); // Reparent created object to last parent if (lastParent != null) { spriteObject.transform.SetParent(lastParent.transform, false); } // Retrieve sprite from asset database string sprPath = PSDExporter.GetLayerFilename(settings, i); Sprite sprite = AssetDatabase.LoadAssetAtPath <Sprite>(sprPath); // Get the pivot settings for the sprite TextureImporter sprImporter = (TextureImporter)AssetImporter.GetAtPath(sprPath); TextureImporterSettings sprSettings = new TextureImporterSettings(); sprImporter.ReadTextureSettings(sprSettings); sprImporter = null; // Add components to the sprite object for the visuals constructor.AddComponents(i, spriteObject, sprite, sprSettings); Transform spriteT = spriteObject.transform; // Reposition the sprite object according to PSD position Vector2 spritePivot = GetPivot(sprSettings); Vector3 layerPos = constructor.GetLayerPosition(layer.Rect, spritePivot, settings.PixelsToUnitSize); // Scaling factor, if sprites were scaled down float posScale = 1f; switch (settings.ScaleBy) { case 1: posScale = 0.5f; break; case 2: posScale = 0.25f; break; } layerPos *= posScale; // Sprite position is based on root object position initially spriteT.position = (rootBaseT.position + layerPos); } // End layer loop // Loop through the groups and reposition according to alignment var groups = groupHeaders.Values.ToArray(); for (int grpIndex = 0; grpIndex < groups.Length; grpIndex++) { var groupObject = groups[grpIndex]; if (groupObject == null) { continue; } Transform groupT = groupObject.transform; // Store the sibling index, order important for UI // reconstruction that was established earlier int siblingIndex = groupT.GetSiblingIndex(); // Get the position from the root pos function Vector3 groupPos = constructor.GetGroupPosition(groupObject, align); // Create a new object GameObject newRoot = constructor.CreateGameObject(groupObject.name, groupObject); // Reparent new object to same parent as old group object Transform newRootT = newRoot.transform; newRootT.SetParent(groupT.parent); // Take over the sibling index of the old group object newRootT.SetSiblingIndex(siblingIndex); // Reposition the new object newRootT.position = groupPos; // Reparent the children from the old root object to new root while (groupT.childCount > 0) { groupT.GetChild(0).SetParent(newRootT, true); } // If the group we're handling is rootBaseT, position the // replacement group header over old root if (groupT == rootBaseT) { newRootT.position = rootBaseT.position; } // Destroy the old root Object.DestroyImmediate(groups[grpIndex]); } // End reposition loop } // End BuildPsd()
public static void BuildPsd(GameObject root, PSDLayerGroupInfo group, PsdExportSettings settings, PsdFileInfo fileInfo, SpriteAlignment align, IPsdConstructor constructor) { // Run the export on non exported layers PSDExporter.Export(settings, fileInfo, false); // Find all the layers being exported var exportLayers = PSDExporter.GetExportLayers(settings, fileInfo); // Stores the root object for each encountered group Dictionary<PSDLayerGroupInfo, GameObject> groupHeaders = new Dictionary<PSDLayerGroupInfo, GameObject>(); // Store the last parent, for traversal GameObject lastParent = root; GameObject rootBase = null; Transform rootBaseT = null; int groupVisibleMask = 1; int groupDepth = 0; // Loop through all the layers of the PSD file // backwards so they appear in the expected order // Going through all the layers, and not just the exported layers // so that the groups can be setup for (int i = group.end; i >= group.start; i--) { // Skip if layer is hidden if (fileInfo.LayerVisibility[i] == false) continue; var groupInfo = fileInfo.GetGroupByLayerIndex(i); bool inGroup = groupInfo != null; // Skip if layer belongs to a hidden group if (inGroup && groupInfo.visible == false) continue; // When inside a group... if (inGroup) { // Inverted because starting backwards bool startGroup = groupInfo.end == i; bool closeGroup = groupInfo.start == i; // Go up or down group depths if (startGroup) { groupDepth++; groupVisibleMask |= ((groupInfo.visible ? 1 : 0) << groupDepth); } if (closeGroup) { // Reset group visible flag when closing group groupVisibleMask &= ~(1 << groupDepth); groupDepth--; } // First, check if parents of this group is visible in the first place bool parentVisible = true; for (int parentMask = groupDepth - 1; parentMask > 0; parentMask--) { bool isVisible = (groupVisibleMask & (1 << parentMask)) > 0; parentVisible &= isVisible; } // Parents not visible, continue to next layer if (!parentVisible) continue; // Finally, check if layer being processed is start/end of group if (startGroup || closeGroup) { // If start or end of the group, call HandleGroupObject // which creates the group layer object and assignment of lastParent HandleGroupObject(groupInfo, groupHeaders, startGroup, constructor, ref lastParent); // A bunch of book keeping needs to be done at the start of a group if (startGroup) { // If this is the start of the group being constructed // store as the rootBase if (i == group.end) { rootBase = lastParent; rootBaseT = rootBase.transform; } } // Start or end group doesn't have visible sprite object, skip to next layer continue; } } // End processing of group start/end // If got to here, processing a visual layer // Skip if the export layers list doesn't contain this index if (exportLayers.Contains(i) == false) continue; // If got here and root base hasn't been set, that's a problem if (rootBase == null) { throw new Exception("Trying to create image layer before root base has been set"); } // Get layer info Layer layer = settings.Psd.Layers[i]; // Create the game object for the sprite GameObject spriteObject = constructor.CreateGameObject(layer.Name, lastParent); // Reparent created object to last parent if (lastParent != null) spriteObject.transform.SetParent(lastParent.transform, false); // Retrieve sprite from asset database string sprPath = PSDExporter.GetLayerFilename(settings, i); Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(sprPath); // Get the pivot settings for the sprite TextureImporter sprImporter = (TextureImporter)AssetImporter.GetAtPath(sprPath); TextureImporterSettings sprSettings = new TextureImporterSettings(); sprImporter.ReadTextureSettings(sprSettings); sprImporter = null; // Add components to the sprite object for the visuals constructor.AddComponents(i, spriteObject, sprite, sprSettings); Transform spriteT = spriteObject.transform; // Reposition the sprite object according to PSD position Vector2 spritePivot = GetPivot(sprSettings); Vector3 layerPos = constructor.GetLayerPosition(layer.Rect, spritePivot, settings.PixelsToUnitSize); // Scaling factor, if sprites were scaled down float posScale = 1f; switch (settings.ScaleBy) { case 1: posScale = 0.5f; break; case 2: posScale = 0.25f; break; } layerPos *= posScale; // Sprite position is based on root object position initially spriteT.position = (rootBaseT.position + layerPos); } // End layer loop // Loop through the groups and reposition according to alignment var groups = groupHeaders.Values.ToArray(); for (int grpIndex = 0; grpIndex < groups.Length; grpIndex++) { var groupObject = groups[grpIndex]; if (groupObject == null) continue; Transform groupT = groupObject.transform; // Store the sibling index, order important for UI // reconstruction that was established earlier int siblingIndex = groupT.GetSiblingIndex(); // Get the position from the root pos function Vector3 groupPos = constructor.GetGroupPosition(groupObject, align); // Create a new object GameObject newRoot = constructor.CreateGameObject(groupObject.name, groupObject); // Reparent new object to same parent as old group object Transform newRootT = newRoot.transform; newRootT.SetParent(groupT.parent); // Take over the sibling index of the old group object newRootT.SetSiblingIndex(siblingIndex); // Reposition the new object newRootT.position = groupPos; // Reparent the children from the old root object to new root while (groupT.childCount > 0) { groupT.GetChild(0).SetParent(newRootT, true); } // If the group we're handling is rootBaseT, position the // replacement group header over old root if (groupT == rootBaseT) { newRootT.position = rootBaseT.position; } // Destroy the old root Object.DestroyImmediate(groups[grpIndex]); } // End reposition loop } // End BuildPsd()