public static void BuildSprites(GameObject root, PSDLayerGroupInfo group, PsdExportSettings settings, PsdFileInfo fileInfo, SpriteAlignment createAlign) { BuildPsd(root, group, settings, fileInfo, createAlign, new SpriteConstructor()); }
public static void Export(PsdExportSettings settings, PsdFileInfo fileInfo, bool exportExisting = true) { List <int> layerIndices = GetExportLayers(settings, fileInfo); // If not going to export existing, filter out layers with existing files if (exportExisting == false) { layerIndices = layerIndices.Where(delegate(int layerIndex) { string filePath = GetLayerFilename(settings, layerIndex); // If file exists, don't export return(!File.Exists(filePath)); }).ToList(); } int exportCount = 0; foreach (int layerIndex in layerIndices) { string infoString = string.Format("Importing {0} / {1} Layers", exportCount, layerIndices.Count); string fileString = string.Format("Importing PSD Layers: {0}", settings.Filename); float progress = exportCount / (float)layerIndices.Count; EditorUtility.DisplayProgressBar(fileString, infoString, progress); CreateSprite(settings, layerIndex); exportCount++; } EditorUtility.ClearProgressBar(); settings.SaveMetaData(); settings.SaveLayerMetaData(); }
/// <summary> /// Setup the layer settings using a PsdFileInfo, /// tries to read settings from file labels if available /// </summary> /// <param name="fileInfo"></param> public void LoadLayers(PsdFileInfo fileInfo) { layerSettings = new Dictionary <int, LayerSetting>(); foreach (var layerIndex in fileInfo.LayerIndices) { string layerName = Psd.Layers[layerIndex].Name; bool visible = fileInfo.LayerVisibility[layerIndex]; LoadLayerSetting(layerName, layerIndex, visible); } }
private bool LoadImage() { settings = new PsdExportSettings(image); showImportSettings = !settings.HasMetaData; bool valid = (settings.Psd != null); if (valid) { // Parse the layer info fileInfo = new PsdFileInfo(settings.Psd); settings.LoadLayers(fileInfo); } return(valid); }
private static void ExecuteAutoImport() { // This function only fires once, unhook from update function immediately EditorApplication.update -= ExecuteAutoImport; for (int i = 0; i < reimports.Count; i++) { var target = reimports[i]; var exportSettings = new PsdExportSettings(target); if (exportSettings.AutoReImport) { PsdFileInfo psdInfo = new PsdFileInfo(exportSettings.Psd); exportSettings.LoadLayers(psdInfo); PSDExporter.Export(exportSettings, psdInfo); } } reimports.Clear(); }
public static List <int> GetExportLayers(PsdExportSettings settings, PsdFileInfo fileInfo) { List <int> exportLayers = new List <int>(); foreach (var keypair in settings.layerSettings) { PsdExportSettings.LayerSetting layerSetting = keypair.Value; // Don't export if not set to export if (!layerSetting.doExport) { continue; } // Don't export if group is off var groupInfo = fileInfo.GetGroupByLayerIndex(layerSetting.layerIndex); if (groupInfo != null && !groupInfo.visible) { continue; } exportLayers.Add(layerSetting.layerIndex); } return(exportLayers); }
public static void BuildPsd(GameObject root, PSDLayerGroupInfo group, PsdExportSettings settings, PsdFileInfo fileInfo, SpriteAlignment align, IPsdConstructor initConstructor) { // Run the export on non exported layers // PSDExporter.Export(settings, fileInfo, false); // Find all the layers being exported var exportLayers = PSDExporter.GetExportLayers(settings, fileInfo); // Stores the root object for each encountered group Dictionary <PSDLayerGroupInfo, GameObject> groupHeaders = new Dictionary <PSDLayerGroupInfo, GameObject>(); // Store the last parent, for traversal GameObject lastParent = root; GameObject rootBase = root; int groupVisibleMask = 1; int groupDepth = 0; // Loop through all the layers of the PSD file // backwards so they appear in the expected order // Going through all the layers, and not just the exported layers // so that the groups can be setup for (int i = group.end; i >= group.start; i--) { IPsdConstructor constructor = initConstructor; // Skip if layer is hidden if (fileInfo.LayerVisibility[i] == false) { continue; } var groupInfo = fileInfo.GetGroupByLayerIndex(i); bool inGroup = groupInfo != null; // Skip if layer belongs to a hidden group if (inGroup && groupInfo.visible == false) { continue; } // When inside a group... if (inGroup) { // Inverted because starting backwards bool startGroup = groupInfo.end == i; bool closeGroup = groupInfo.start == i; // Go up or down group depths if (startGroup) { groupDepth++; groupVisibleMask |= ((groupInfo.visible ? 1 : 0) << groupDepth); } if (closeGroup) { // Reset group visible flag when closing group groupVisibleMask &= ~(1 << groupDepth); groupDepth--; } // First, check if parents of this group is visible in the first place bool parentVisible = true; for (int parentMask = groupDepth - 1; parentMask > 0; parentMask--) { bool isVisible = (groupVisibleMask & (1 << parentMask)) > 0; parentVisible &= isVisible; } // Parents not visible, continue to next layer if (!parentVisible) { continue; } // Finally, check if layer being processed is start/end of group if (startGroup || closeGroup) { // If start or end of the group, call HandleGroupObject // which creates the group layer object and assignment of lastParent HandleGroupObject(groupInfo, groupHeaders, startGroup, constructor, ref lastParent); // A bunch of book keeping needs to be done at the start of a group if (startGroup) { // If this is the start of the group being constructed // store as the rootBase if (i == group.end) { rootBase = lastParent; } } // Start or end group doesn't have visible sprite object, skip to next layer continue; } } // End processing of group start/end // If got to here, processing a visual layer // Skip if the export layers list doesn't contain this index if (exportLayers.Contains(i) == false) { continue; } // If got here and root base hasn't been set, that's a problem if (rootBase == null) { throw new Exception("Trying to create image layer before root base has been set"); } // Get layer info Layer layer = settings.Psd.Layers[i]; if (layer.IsText) { constructor = new TextConstructor(); } constructor.layer = layer; // Create the game object for the sprite string layerName = Utility.PinYinHelper.Convert(layer.Name); GameObject spriteObject = constructor.CreateGameObject(layerName, lastParent); // Reparent created object to last parent if (lastParent != null) { spriteObject.transform.SetParent(lastParent.transform, false); } Vector2 spritePivot = GetPivot(SpriteAlignment.Center); if (layer.IsText) { constructor.AddComponents(i, spriteObject, null, null); } else { #if NGUI // Add components to the sprite object for the visuals constructor.AddComponents(i, spriteObject, null, null); #else // Retrieve sprite from asset database string sprPath = PSDExporter.GetLayerFilename(settings, i); Sprite sprite = AssetDatabase.LoadAssetAtPath <Sprite>(sprPath); // Get the pivot settings for the sprite TextureImporter sprImporter = (TextureImporter)AssetImporter.GetAtPath(sprPath); TextureImporterSettings sprSettings = new TextureImporterSettings(); sprImporter.ReadTextureSettings(sprSettings); sprImporter = null; // Add components to the sprite object for the visuals constructor.AddComponents(i, spriteObject, sprite, sprSettings); // Reposition the sprite object according to PSD position spritePivot = GetPivot(sprSettings); #endif } Vector3 layerPos = constructor.GetLayerPosition(layer.Rect, spritePivot, settings.PixelsToUnitSize); // reverse y axis layerPos.y = fileInfo.height - layerPos.y; layerPos -= new Vector3(fileInfo.width, fileInfo.height) * 0.5f; // Scaling factor, if sprites were scaled down float posScale = 1f; switch (settings.ScaleBy) { case 1: posScale = 0.5f; break; case 2: posScale = 0.25f; break; } layerPos *= posScale; // Sprite position is based on root object position initially Transform spriteT = spriteObject.transform; #if NGUI spriteT.localPosition = layerPos; #else RectTransform rectTrans = spriteObject.GetComponent <RectTransform>(); rectTrans.anchoredPosition3D = layerPos; #endif } // End layer loop parseComponent(root); } // End BuildPsd()
public static GameObject BuildPsdRoot(GameObject root, PsdExportSettings settings, PsdFileInfo fileInfo, SpriteAlignment align, IPsdConstructor constructor) { GameObject spriteObject = constructor.CreateGameObject(settings.Filename, root); spriteObject.name += "[name:_root_]"; LayerWordBinder.registWord(); PSDLayerGroupInfo rootGroup = new PSDLayerGroupInfo(settings.Filename, settings.Psd.Layers.Count - 1, true, true); rootGroup.start = 0; BuildPsd(spriteObject, rootGroup, settings, fileInfo, align, constructor); //bind gen flag bindGenFlags(spriteObject); return(spriteObject); }
public static int GetExportCount(PsdExportSettings settings, PsdFileInfo fileInfo) { var exportLayers = GetExportLayers(settings, fileInfo); return(exportLayers.Count); }