private static void ProcessAtlas(SVGBasicAtlas atlas)
    {
        Texture2D tmpTexture = new Texture2D(1, 1, TextureFormat.ARGB32, false);
        List <SVGSpriteAssetFile> spritesAssets = atlas.SpriteAssets();

        foreach (SVGSpriteAssetFile spriteAsset in spritesAssets)
        {
            SVGSpriteData spriteData = spriteAsset.SpriteData;
            Sprite        original   = spriteData.Sprite;

            // we must reference the original texture, because we want to keep the file reference (rd->texture.IsValid())
            Sprite tmpSprite = Sprite.Create(original.texture, new Rect(0, 0, 1, 1), new Vector2(0, 0), SVGBasicAtlas.SPRITE_PIXELS_PER_UNIT, 0, SpriteMeshType.FullRect);
            // now we change the (sprite) asset content: actually we have just reduced its rectangle to a 1x1 pixel
            EditorUtility.CopySerialized(tmpSprite, original);
        }

        for (int i = 0; i < atlas.TextureAssetsCount(); i++)
        {
            AssetFile file     = atlas.TextureAsset(i);
            Texture2D original = file.Object as Texture2D;

            // copy the 1x1 texture inside the original texture
            EditorUtility.CopySerialized(tmpTexture, original);
        }
    }
Exemple #2
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    static private List <SVGSpriteAssetFile> GetSpritesList(SVGBasicAtlas atlas)
    {
        List <SVGSpriteAssetFile> spritesAssets = atlas.SpriteAssets();

        spritesAssets.Sort(delegate(SVGSpriteAssetFile spriteAsset1, SVGSpriteAssetFile spriteAsset2)
        {
            Sprite sprite1 = spriteAsset1.SpriteData.Sprite;
            Sprite sprite2 = spriteAsset2.SpriteData.Sprite;

            return(string.Compare(sprite1.name, sprite2.name, StringComparison.OrdinalIgnoreCase));
        });

        return(spritesAssets);
    }