Пример #1
0
        public void Batch(CompletionCallback completion)
        {
            this.completion = completion;

            Debug.Assert(modelList.Count > 0);

            if (modelList.Count > 1)
            {
                int    assetRootIndex = studio.path.directoryPath.IndexOf("Assets");
                string dirPath        = studio.path.directoryPath.Substring(assetRootIndex);
                batchingFolderPath = Path.Combine(dirPath, PathHelper.MakeDateTimeString());
                Directory.CreateDirectory(batchingFolderPath);
            }

            ModelIndex = 0;

            EditorApplication.update -= UpdateState;
            EditorApplication.update += UpdateState;

            EditorUtility.DisplayProgressBar("Progress...", "Ready...", 0.0f);
        }
Пример #2
0
        protected void BuildFolderPathAndCreate(string fileName)
        {
            string folderName = "";

            if (parentFolderPath.Length > 0)
            {
                if (sIndex.Length > 0)
                {
                    folderName += sIndex + "_";
                }
                folderName += fileName;
            }
            else
            {
                int assetRootIndex = studio.path.directoryPath.IndexOf("Assets");
                parentFolderPath = studio.path.directoryPath.Substring(assetRootIndex);

                folderName += fileName + "_" + PathHelper.MakeDateTimeString();
            }

            folderPath = Path.Combine(parentFolderPath, folderName);
            Directory.CreateDirectory(folderPath);
        }
Пример #3
0
        private static void Combine(bool onlySpriteName)
        {
            if (Selection.objects.Length < 2)
            {
                return;
            }

            List <Sprite>    sprites  = new List <Sprite>();
            List <Texture2D> textures = new List <Texture2D>();

            foreach (Object obj in Selection.objects)
            {
                if (!EditorUtility.IsPersistent(obj))
                {
                    continue;
                }

                string assetPath = AssetDatabase.GetAssetPath(obj);

                TextureImporter importer = (TextureImporter)AssetImporter.GetAtPath(assetPath);
                if (importer == null)
                {
                    continue;
                }

                importer.isReadable = true;
                AssetDatabase.ImportAsset(assetPath);

                Texture2D atlasTex = obj as Texture2D;
                if (atlasTex == null)
                {
                    continue;
                }

                Color32[] srcPixels = atlasTex.GetPixels32();

                for (int metai = 0; metai < importer.spritesheet.Length; ++metai)
                {
                    SpriteMetaData metaData = importer.spritesheet[metai];

                    int spriteWidth  = (int)metaData.rect.width;
                    int spriteHeight = (int)metaData.rect.height;

                    Color32[] destPixels = new Color32[spriteWidth * spriteHeight];
                    for (int destIndex = 0; destIndex < spriteWidth * spriteHeight; destIndex++)
                    {
                        int x        = destIndex % spriteWidth;
                        int y        = destIndex / spriteWidth;
                        int srcIndex = ((int)metaData.rect.y + y) * atlasTex.width + ((int)metaData.rect.x + x);
                        if (srcIndex < srcPixels.Length)
                        {
                            destPixels[destIndex] = srcPixels[srcIndex];
                        }
                    }

                    Texture2D spriteTex = new Texture2D(spriteWidth, spriteHeight, TextureFormat.ARGB32, false);
                    spriteTex.SetPixels32(destPixels);
                    spriteTex.Apply();

                    string spriteName = onlySpriteName ? metaData.name : atlasTex.name + "_" + metaData.name;
                    Sprite sprite     = new Sprite(spriteTex, spriteName, metaData.pivot);
                    sprites.Add(sprite);
                    textures.Add(spriteTex);
                }
            }

            Texture2D newAtlasTex = new Texture2D(8192, 8192, TextureFormat.ARGB32, false);

            Rect[] texRects = newAtlasTex.PackTextures(textures.ToArray(), 2, 8192);
            for (int i = 0; i < sprites.Count; i++)
            {
                Texture2D tex  = sprites[i].tex;
                float     newX = texRects[i].x * newAtlasTex.width;
                float     newY = texRects[i].y * newAtlasTex.height;
                texRects[i] = new Rect(newX, newY, (float)tex.width, (float)tex.height);
            }

            string filePath = AssetDatabase.GetAssetPath(Selection.objects[0]);
            string dirPath  = filePath.Remove(filePath.LastIndexOf('/'));
            string fileName = "CombinedSpritesheet_" + PathHelper.MakeDateTimeString();

            filePath = TextureHelper.SaveTexture(dirPath, fileName, newAtlasTex);
            AssetDatabase.ImportAsset(filePath);

            TextureImporter texImporter = (TextureImporter)AssetImporter.GetAtPath(filePath);

            if (texImporter != null)
            {
                texImporter.textureType      = TextureImporterType.Sprite;
                texImporter.spriteImportMode = SpriteImportMode.Multiple;
                texImporter.maxTextureSize   = 4096;

                int texCount = sprites.Count;
                SpriteMetaData[] metaData = new SpriteMetaData[texCount];
                for (int i = 0; i < texCount; i++)
                {
                    metaData[i].name      = sprites[i].name;
                    metaData[i].rect      = texRects[i];
                    metaData[i].alignment = (int)SpriteAlignment.Custom;
                    metaData[i].pivot     = sprites[i].pivot;
                }
                texImporter.spritesheet = metaData;

                AssetDatabase.ImportAsset(filePath);
            }

            foreach (Object obj in Selection.objects)
            {
                if (!EditorUtility.IsPersistent(obj))
                {
                    continue;
                }

                string assetPath = AssetDatabase.GetAssetPath(obj);

                TextureImporter importer = (TextureImporter)AssetImporter.GetAtPath(assetPath);
                if (importer == null)
                {
                    continue;
                }

                importer.isReadable = false;
                AssetDatabase.ImportAsset(assetPath);
            }
        }