Esempio n. 1
0
        public static string[] ExportAtlasTextures(MA_TextureAtlasserProAtlas atlas, TextureExportSettings textureExportSettings, string savePath = EXPORT_ASSET_PATH, string tempPath = TEXTURE_ATLASSER_PATH)
        {
            switch (textureExportSettings.textureFormat)
            {
            case TextureFormat.None:
                break;

            case TextureFormat.Png:
                return(ExportAtlasPNG(atlas, textureExportSettings, savePath));

            default:
                break;
            }

            return(null);
        }
Esempio n. 2
0
        private static void SetAtlasSpriteSettings(MA_TextureAtlasserProAtlas atlas, TextureExportSettings textureExportSettings, string savePath = EXPORT_ASSET_PATH)
        {
            //Foreach texture group
            for (int i = 0; i < atlas.textureGroupRegistration.Count; i++)
            {
                //Convert
                string          textureName     = atlas.name + "_" + atlas.textureGroupRegistration[i].name + '.' + textureExportSettings.textureFormat.ToString();
                TextureImporter textureImporter = (TextureImporter)AssetImporter.GetAtPath(savePath + textureName);
                textureImporter.textureType         = TextureImporterType.Sprite;
                textureImporter.alphaIsTransparency = true;

                //Slice sprites.
                if (textureExportSettings.textureType == TextureType.SpriteSliced)
                {
                    textureImporter.spriteImportMode = SpriteImportMode.None; //Reset it to update?
                    textureImporter.spriteImportMode = SpriteImportMode.Multiple;
                    List <SpriteMetaData> spriteMetaData = new List <SpriteMetaData>();

                    foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads)
                    {
                        if (q.textureGroups != null && q.textureGroups[i].texture != null)
                        {
                            //Create new SpriteMetaData.
                            SpriteMetaData smd = new SpriteMetaData
                            {
                                name = q.name,
                                rect = new Rect(q.guiRect.x, atlas.textureAtlasSize.y - q.guiRect.y - q.guiRect.height, q.guiRect.width, q.guiRect.height)
                            };

                            spriteMetaData.Add(smd);
                        }
                    }

                    textureImporter.spritesheet = spriteMetaData.ToArray();
                }
                else
                {
                    textureImporter.spriteImportMode = SpriteImportMode.Single;
                }

                textureImporter.SaveAndReimport();
            }
        }
Esempio n. 3
0
        private static string[] ExportAtlasPNG(MA_TextureAtlasserProAtlas atlas, TextureExportSettings textureExportSettings, string savePath = EXPORT_ASSET_PATH, string tempPath = TEMP_ASSET_PATH)
        {
            if (atlas == null || atlas.textureQuads == null || atlas.textureGroupRegistration == null)
            {
                return(null);
            }

            string[] assetPaths = new string[atlas.textureGroupRegistration.Count];

            //Create temp folder
            CreateFolder(tempPath);

            //Foreach texture group
            for (int i = 0; i < atlas.textureGroupRegistration.Count; i++)
            {
                //Create new Texture Atlas
                Texture2D newTexture = new Texture2D((int)atlas.textureAtlasSize.x, (int)atlas.textureAtlasSize.y)
                {
                    name = atlas.name + "_" + atlas.textureGroupRegistration[i].name
                };

                foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads)
                {
                    if (q.textureGroups != null && q.textureGroups[i].texture != null)
                    {
                        //Make temp copy
                        string orginalTexturePath      = AssetDatabase.GetAssetPath(q.textureGroups[i].texture);
                        string orginalTextureExtension = System.IO.Path.GetExtension(orginalTexturePath);

                        string tempTexturePath = tempPath + q.textureGroups[i].texture.name + orginalTextureExtension;
                        AssetDatabase.CopyAsset(orginalTexturePath, tempTexturePath);

                        //Set temp copy to default settings
                        TextureImporter tempTextureImporter = (TextureImporter)AssetImporter.GetAtPath(tempTexturePath);
                        tempTextureImporter.textureType         = TextureImporterType.Default;
                        tempTextureImporter.sRGBTexture         = false;
                        tempTextureImporter.alphaIsTransparency = false;
                        tempTextureImporter.maxTextureSize      = (int)Mathf.Max(atlas.textureAtlasSize.x, atlas.textureAtlasSize.y);
                        tempTextureImporter.textureCompression  = TextureImporterCompression.Uncompressed;
                        tempTextureImporter.SaveAndReimport();

                        //Load temp copy
                        Texture tempCopy = AssetDatabase.LoadAssetAtPath <Texture>(tempTextureImporter.assetPath);

                        //Create new texture part
                        Texture2D newTexturePart = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(tempCopy);

                        //Scale it
                        newTexturePart = newTexturePart.MA_Scale2D((int)q.guiRect.width, (int)q.guiRect.height, textureExportSettings.textureScaleMode);

                        //Add it
                        newTexture = newTexture.MA_Combine2D(newTexturePart, (int)q.guiRect.x, (int)q.guiRect.y);

                        //Delete temp copy
                        AssetDatabase.DeleteAsset(tempTextureImporter.assetPath);
                    }
                }

                //Save it
                newTexture.MA_Save2D(newTexture.name, savePath);

                assetPaths[i] = (savePath + newTexture.name + '.' + textureExportSettings.textureFormat.ToString());

                //Set settings.
                switch (textureExportSettings.textureType)
                {
                case TextureType.Default:
                {
                    TextureImporter textureImporter = (TextureImporter)AssetImporter.GetAtPath(savePath + newTexture.name + '.' + textureExportSettings.textureFormat.ToString());
                    textureImporter.textureType = TextureImporterType.Default;
                    textureImporter.SaveAndReimport();
                }
                break;

                case TextureType.Sprite:
                    SetAtlasSpriteSettings(atlas, textureExportSettings, savePath);
                    break;

                case TextureType.SpriteSliced:
                    SetAtlasSpriteSettings(atlas, textureExportSettings, savePath);
                    break;

                default:
                    break;
                }
            }

            //Delete temp folder
            DeleteFolder(tempPath);

            //Refresh
            AssetDatabase.Refresh();

            return(assetPaths);
        }