예제 #1
0
        public static Dictionary <string, ESpriteCnf> GetAllSpriteInfo()
        {
            List <string> all_sprite_paths = GetAllSpritePath();

            Dictionary <string, ESpriteCnf> gui_spritepacking_map = new Dictionary <string, ESpriteCnf>();
            int length = all_sprite_paths.Count;

            for (int i = 0; i < length; i++)
            {
                ESpriteCnf sprite_cnf = new ESpriteCnf();
                sprite_cnf.SetPath(all_sprite_paths[i]);

                if (gui_spritepacking_map.ContainsKey(sprite_cnf.guid))
                {
                    Debug.LogError("guid:" + sprite_cnf.guid + " \n" + all_sprite_paths[i] + "\n" +
                                   gui_spritepacking_map[sprite_cnf.guid]);
                }
                else
                {
                    gui_spritepacking_map.Add(sprite_cnf.guid, sprite_cnf);
                }
                EditorUtility.DisplayProgressBar("扫描图片中的Guid和SpritePackingTag", all_sprite_paths[i], (float)i / length);
            }

            EditorUtility.ClearProgressBar();
            return(gui_spritepacking_map);
        }
예제 #2
0
        // 检索指定UI中的所有Image所用的图集
        public static void QueryTexture()
        {
            // 原理:找到Prefab上的所有的guid值和所有的纹理和图集做比较
            // 通过Sprite的guid来查询Sprite的详细信息

            // 1.其中的Guid和Packing Tag <Key=Guid,Value=PackingTag>
            Dictionary <string, ESpriteCnf> all_sprite_guids = ESpriteHelper.GetAllSpriteInfo();

            // 2.查找Prefab的实际保存的路径
            string path = EPrefabHelper.FindPrefabPath(Selection.activeGameObject);

            // 3.读取指定位置的prefab的Guid值集合
            List <string> guid_list = EGuidHelper.GetGuidsByFile(path);

            // 4.统计用到的纹理tag
            List <string> sprite_packing_tags = new List <string>();
            // 5.统计使用到的空的tag
            List <ESpriteCnf> empty_list = new List <ESpriteCnf>();
            int length = guid_list.Count;

            for (int i = 0; i < length; i++)
            {
                if (!all_sprite_guids.ContainsKey(guid_list[i]))
                {
                    continue;
                }

                ESpriteCnf info = all_sprite_guids[guid_list[i]];
                if (string.IsNullOrEmpty(info.packingtag))
                {
                    empty_list.Add(info);
                    continue;
                }

                if (sprite_packing_tags.Contains(info.packingtag))
                {
                    continue;
                }
                sprite_packing_tags.Add(info.packingtag);
            }

            Debug.Log("使用到的Sprite Packing Tag Count:" + sprite_packing_tags.Count);
            for (int i = 0; i < sprite_packing_tags.Count; i++)
            {
                Debug.Log(sprite_packing_tags[i]);
            }

            Debug.Log("没有使用Sprite Packing Tag 或者是Texture 的");
            for (int i = 0; i < empty_list.Count; i++)
            {
                Debug.Log("Path:" + empty_list[i].path);
            }
            // 输出相关信息
        }