public void EndFileVisit(AseFile file) { // Add sprites to sprite atlas (or more correctly, add the scritable object that will add the sprites when import completes) var spriteAtlasUser = SpriteAtlasUserAsset.CreateSpriteAtlasUserAsset(m_SpriteAtlas); m_Context.AddObjectToAsset("__atlas", spriteAtlasUser); BuildAnimations(); var renderer = m_GameObject.AddComponent <SpriteRenderer>(); renderer.sprite = m_Sprites[0]; renderer.sortingLayerName = m_SortingLayerName; renderer.sortingOrder = m_SortingOrder; var animator = m_GameObject.AddComponent <Animator>(); animator.runtimeAnimatorController = m_AnimatorController; animator.cullingMode = m_AnimatorCullingMode; m_AseFile = null; m_Context = null; m_Palette.Clear(); m_Layers.Clear(); m_Frames.Clear(); m_Sprites.Clear(); m_Clips.Clear(); m_AseFrameTagsChunk = null; m_UniqueNameifier.Clear(); m_GameObject = null; }
public void BeginFileVisit(AseFile file) { SpriteAtlasUserAsset.RemoveSpritesFromAtlas(assetPath); m_AseFile = file; m_Pivot = null; // Start off with a an empty 256 palette m_Palette = Enumerable.Repeat(m_TransparentColor, 256).ToList(); // Create the array of clear pixels we'll use to begin each frame m_ClearPixels = Enumerable.Repeat(Color.clear, m_AseFile.Header.Width * m_AseFile.Header.Height).ToArray(); var icon = AssetDatabaseEx.LoadFirstAssetByFilter <Texture2D>("aseprite2unity-icon-0x1badd00d"); m_GameObject = new GameObject(Path.GetFileNameWithoutExtension(assetPath)); m_Context.AddObjectToAsset("_main", m_GameObject, icon); m_Context.SetMainObject(m_GameObject); }