public void Init() { ab = TestData.LoadBundle("texturetest.bundle"); originTexture = TestData.LoadFirstAsset <UnityEngine.Texture2D>(ab); Assert.IsNotNull(originTexture); ByteBuffer result = TextureSaver.Save(originTexture); texture = Schema.Texture.GetRootAsTexture(result); }
static void DoIt() { string[] files = System.IO.Directory.GetFiles(ArtWork.path, "*.*", System.IO.SearchOption.AllDirectories); files = files.Where(s => s.EndsWith(".tga") || s.EndsWith(".png") || s.EndsWith(".jpg")).ToArray(); files = Array.ConvertAll <string, string>(files, new Converter <string, string>((s) => { return(s.Replace('\\', '/')); })); if ((EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android) && (EditorUserBuildSettings.activeBuildTarget != BuildTarget.iOS) && (EditorUserBuildSettings.activeBuildTarget != BuildTarget.StandaloneWindows) && (EditorUserBuildSettings.activeBuildTarget != BuildTarget.StandaloneWindows64)) { EditorUtility.DisplayDialog("不得行", EditorUserBuildSettings.activeBuildTarget.ToString() + "是不支持的平台", "晓得不嘛"); } string[] names = files; for (int i = 0; i < names.Length; i++) { Texture2D texture = AssetDatabase.LoadAssetAtPath <Texture2D>(names[i]); string path = names[i].Substring(ArtWork.path.Length); path = System.IO.Path.GetDirectoryName(path) + "/" + System.IO.Path.GetFileNameWithoutExtension(path); path = TargetPath.GetHome() + "/.root/" + path + "." + TargetPath.GetPath(EditorUserBuildSettings.activeBuildTarget).ToLower() + ".texture"; string folder = System.IO.Path.GetDirectoryName(path); if (!System.IO.Directory.Exists(folder)) { System.IO.Directory.CreateDirectory(folder); } ByteBuffer bb = TextureSaver.Save(texture); FileSaver.Save(bb, Schema.Context.Texture, path); } names = null; EditorUtility.DisplayDialog("搞定了", "纹理输出完毕", "好了"); }