コード例 #1
0
        static void Main(string[] args)
        {
            FileParser       lParser  = new FileParser();
            string           packFile = Directory.GetParent(Directory.GetCurrentDirectory()).Parent.Parent.FullName + "\\Resources\\test2.json.atlas";
            TextureAtlasFile textFile;

            textFile = TextureAtlasParserImporter.ImportFromFile(packFile);

            TextureAtlasParserImporter.TestExportToFile(textFile, "packOutTest.atlas");
        }
コード例 #2
0
 public override TextureAtlasFile Import(string filename, ContentImporterContext context)
 {
     return(TextureAtlasParserImporter.ImportFromFile(filename));
 }
コード例 #3
0
        public override void OnImportAsset(AssetImportContext ctx)
        {
            Dictionary <string, List <SpriteResourceData> > animations = new Dictionary <string, List <SpriteResourceData> >();

            TextureAtlasFile textureAtlasFile = TextureAtlasParserImporter.ImportFromFile(ctx.assetPath);
            string           currentDirectory = UnityStringUtilities.RemoveFileName(ctx.assetPath);
            string           resourcePath     = "";

            Debug.Log("assetPath: " + ctx.assetPath);
            Debug.Log("currentDirectory: " + currentDirectory);

            foreach (var texture in textureAtlasFile.Textures)
            {
                //Update the texture based off of the atlas
                Debug.Log("texture.ImagePath: " + currentDirectory + texture.ImagePath);

                resourcePath = currentDirectory + texture.ImagePath;
                TextureImporter textureImporter = (TextureImporter)AssetImporter.GetAtPath(resourcePath);
                textureImporter.textureType      = TextureImporterType.Sprite;
                textureImporter.spriteImportMode = SpriteImportMode.Multiple;
                textureImporter.mipmapEnabled    = false;
                textureImporter.filterMode       = FilterMode.Point;
                //Remove Compression to maintain better quality
                textureImporter.textureCompression = TextureImporterCompression.Uncompressed;

                List <SpriteMetaData> metas = new List <SpriteMetaData>();
                int yPos = 0;
                foreach (var subtexture in texture.Subtexture)
                {
                    SpriteMetaData meta = new SpriteMetaData();
                    // Convert y from top to Unity's bottom
                    yPos      = texture.Height - subtexture.Height;
                    yPos      = yPos - subtexture.Y;
                    meta.rect = new Rect(subtexture.X, yPos, subtexture.Width, subtexture.Height);
                    if (subtexture.Index != -1)
                    {
                        //meta.name = subtexture.Name + "_" + subtexture.Index.ToString();
                        meta.name = SpriteResourceData.GenerateImageMetaName(subtexture.Name, subtexture.Index);
                        if (animations.ContainsKey(subtexture.Name))
                        {
                            animations[subtexture.Name].Add(new SpriteResourceData(subtexture.Index, subtexture.Name, resourcePath, subtexture.FPS, subtexture.Duration));
                        }
                        else
                        {
                            animations.Add(subtexture.Name, new List <SpriteResourceData>()
                            {
                                new SpriteResourceData(subtexture.Index, subtexture.Name, resourcePath, subtexture.FPS, subtexture.Duration)
                            });
                        }
                    }
                    else
                    {
                        meta.name = subtexture.Name;
                    }
                    metas.Add(meta);
                }

                textureImporter.spritesheet = metas.ToArray();
                EditorUtility.SetDirty(textureImporter);
                textureImporter.SaveAndReimport();
            }

            foreach (var animation in animations)
            {
                Debug.Log("animation[" + animation.Key + "]=" + animation.Value);
                animation.Value.Sort();

                if (animation.Value.Count > 0)
                {
                    MakeAnimation(ctx, animation.Key, animation.Value);
                    animation.Value.Clear();
                }
            }
        }