/// <summary> /// Load the document. /// </summary> void LoadDocument() { if (layout.layoutDocumentAsset == null) { return; } // load the map layout.Load(); // update the root friendly name if (layout.document != null & layout.document.allLayers != null) { layout.document.allLayers[0].photoshopLayerName = layout.GetFriendlyDocumentName(); } // try to auto-detect the texture source FormatGuesser guesser = new FormatGuesser(); guesser.layout = layout; switch (guesser.Guess()) { case TextureSource.AssetFolder: SpriteAssigner.AssignSpritesFromFolder(layout); break; case TextureSource.Spritesheet: SpriteAssigner.AssignSpritesFromSpritesheet(layout); break; #if PS2D_TK2D case TextureSource.Tk2dSpriteCollection: _spriteCollectionData = guesser.spriteCollectionData; SpriteAssigner.AssignSpritesFromTk2dCollection(layout, _spriteCollectionData); break; #endif default: break; } }
/// <summary> /// Allows users to pick the asset folder containing their images. /// </summary> void MakeImageAssetsFolderField() { if (layout == null || layout.document == null || layout.imageSource != TextureSource.AssetFolder ) { return; } var previousValue = layout.imageSourceAssetFolder; GUIContent contentLabel = new GUIContent(); contentLabel.text = "Asset Folder"; contentLabel.tooltip = "The asset folder which contains the textures."; layout.imageSourceAssetFolder = EditorGUILayout.ObjectField(contentLabel, layout.imageSourceAssetFolder, typeof(Object), false); // did we change? if (layout.imageSourceAssetFolder != null && previousValue != layout.imageSourceAssetFolder) { SpriteAssigner.AssignSpritesFromFolder(layout); } }