Exemple #1
0
    void SpriteList()
    {
        GUILayout.Label("Sprites", "HeaderLabel");

        bool hasMissingTextures = false;

        EditorGUI.BeginChangeCheck();

        MadGUI.Indent(() => {
            for (int i = 0; i < atlas.ListItems().Count; ++i)
            {
                MadAtlas.Item item = atlas.ListItems()[i];

                EditorGUILayout.BeginHorizontal();
                var texture = MadAtlasUtil.GetItemOrigin(item);
                bool valid  = MadGUI.Validate(() => texture != null, () => {
                    item.name = EditorGUILayout.TextField(item.name);
                });

                GUI.enabled = valid;
                GUI.color   = Color.yellow;
                if (GUILayout.Button("Ping", GUILayout.Width(40)))
                {
                    EditorGUIUtility.PingObject(texture);
                }
                GUI.enabled = true;

                GUI.color = Color.red;
                if (GUILayout.Button("X", GUILayout.Width(20)))
                {
                    MadAtlasBuilder.RemoveFromAtlas(atlas, item);
                }
                GUI.color = Color.white;

                EditorGUILayout.EndHorizontal();

                if (!valid)
                {
                    hasMissingTextures = true;
                }
            }

            if (hasMissingTextures)
            {
                MadGUI.Error("There are sprites with missing origin texture. This will for them to dissapear on edit.");
            }
        });

        if (EditorGUI.EndChangeCheck())
        {
            EditorUtility.SetDirty(atlas);
        }
    }
Exemple #2
0
    void AddTextures(Texture2D[] textures)
    {
        foreach (var tex in textures)
        {
            if (tex == atlas.atlasTexture)
            {
                EditorUtility.DisplayDialog("Wrong texture", "Cannot add atlas texture to the same atlas!", "OK");
                return;
            }
        }

        MadAtlasBuilder.AddToAtlas(atlas, textures);
    }
Exemple #3
0
    public static void Convert()
    {
        MadUndo.LegacyRegisterSceneUndo("Convert to Atlas");

        var allSprites = GameObject.FindObjectsOfType(typeof(MadSprite)) as MadSprite[];

        var texturedSprites =
            from sprite in allSprites
            where sprite.inputType == MadSprite.InputType.SingleTexture && sprite.texture != null
            select sprite;

        var textures =
            from sprite in texturedSprites
            select sprite.texture;

        textures = textures.Distinct();

        var atlas = MadAtlasBuilder.CreateAtlas(textures.ToArray());

        if (atlas == null)
        {
            EditorUtility.DisplayDialog("Convert", "Conversion cancelled!", "OK");
            return;
        }

        foreach (var sprite in texturedSprites)
        {
            sprite.inputType    = MadSprite.InputType.TextureAtlas;
            sprite.textureAtlas = atlas;
            string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(sprite.texture));
            sprite.textureAtlasSpriteGUID = guid;

            EditorUtility.SetDirty(sprite);
        }

        EditorUtility.DisplayDialog("Convert", "Conversion done! Please save your scene!", "OK");
    }
Exemple #4
0
 static void CreateAtlas() {
     MadAtlasBuilder.CreateAtlas();
 }