public static MA_TextureAtlasserProQuad CreateTextureQuad(MA_TextureAtlasserProAtlas atlas, string name, Rect rect, bool focus = true)
        {
            if (atlas != null)
            {
                //Create new list if we haven't one already
                if (atlas.textureQuads == null)
                {
                    atlas.textureQuads = new List <MA_TextureAtlasserProQuad>();
                }

                //Create new quad
                MA_TextureAtlasserProQuad _quad = ScriptableObject.CreateInstance <MA_TextureAtlasserProQuad>();

                //Add quad to asset
                if (_quad != null)
                {
                    //Set quad settings
                    _quad.name = name;
                    _quad.rect = rect;

                    SetTextureGroups(atlas, _quad);

                    atlas.textureQuads.Add(_quad);

                    AssetDatabase.AddObjectToAsset(_quad, atlas);
                    AssetDatabase.SaveAssets();
                    AssetDatabase.Refresh();

                    if (focus)
                    {
                        atlas.selectedTextureQuad = atlas.textureQuads[atlas.textureQuads.Count - 1];
                    }

                    return(_quad);
                }
                else
                {
                    Debug.LogError("CreateTextureQuad Failed: _TextureQuad");
                }
            }
            else
            {
                Debug.LogError("CreateTextureQuad Failed: textureAtlas");
            }

            return(null);
        }
        public static void MA_CheckTextureAtlas(MA_TextureAtlasserProAtlas atlas)
        {
            if (atlas.textureGroupRegistration == null)
            {
                atlas.textureGroupRegistration = new List <MA_TextureGroupRegistration>();

                MA_TextureGroupRegistration groupRegistration = new MA_TextureGroupRegistration();
                groupRegistration.name = DEFAULTTEXTUREGROUPNAME;

                atlas.textureGroupRegistration.Add(groupRegistration);
            }

            if (atlas.textureQuads == null)
            {
                atlas.textureQuads = new List <MA_TextureAtlasserProQuad>();
            }
            else
            {
                bool _sameCount = true;
                foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads)
                {
                    if (q.textureGroups.Count != atlas.textureGroupRegistration.Count)
                    {
                        _sameCount = false;
                        Debug.LogWarning("TextureAtlasser: " + q.name + " doesn't have the right amount of texture groups!");
                    }
                }

                if (_sameCount)
                {
                    foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads)
                    {
                        for (int i = 0; i < atlas.textureQuads.Count; i++)
                        {
                            for (int j = 0; j < atlas.textureGroupRegistration.Count; j++)
                            {
                                if (atlas.textureQuads[i].textureGroups[j].name != atlas.textureGroupRegistration[j].name)
                                {
                                    Debug.LogWarning("TextureAtlasser: " + q.name + " doesn't have the right texture group name!");
                                }
                            }
                        }
                    }
                }
            }
        }
Пример #3
0
        public static void SetTextureGroups(MA_TextureAtlasserProAtlas atlas, MA_TextureAtlasserProQuad quad)
        {
            if (quad.textureGroups == null)
            {
                quad.textureGroups = new List <MA_TextureGroup>();
            }

            //Add texture groups
            foreach (MA_TextureGroupRegistration tgr in atlas.textureGroupRegistration)
            {
                MA_TextureGroup textureGroup = new MA_TextureGroup
                {
                    name = tgr.name
                };
                quad.textureGroups.Add(textureGroup);
            }
        }
Пример #4
0
        public static string[] ExportAtlasModels(MA_TextureAtlasserProAtlas atlas, ModelExportSettings modelExportSettings, string materialPath = null, string savePath = EXPORT_ASSET_PATH)
        {
            switch (modelExportSettings.modelFormat)
            {
            case ModelFormat.None:
                break;

            case ModelFormat.UnityMeshPrefab:
                return(ExportAtlasUnityMeshPrefab(atlas, modelExportSettings, materialPath: materialPath, savePath: savePath));

            //case ModelFormat.Obj:
            //    return ExportAtlasObj(atlas, modelExportSettings, savePath: savePath);
            default:
                break;
            }

            return(null);
        }
Пример #5
0
        public static void CreateTextureGroup(MA_TextureAtlasserProAtlas atlas, string name)
        {
            MA_TextureGroupRegistration _textureGroupRegistration = new MA_TextureGroupRegistration
            {
                name = name
            };

            atlas.textureGroupRegistration.Add(_textureGroupRegistration);

            foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads)
            {
                MA_TextureGroup _textureGroup = new MA_TextureGroup
                {
                    name = name
                };
                q.textureGroups.Add(_textureGroup);
            }
        }
        public static void DuplicateTextureQuad(MA_TextureAtlasserProAtlas atlas, bool focus = true, bool copyData = false, string namePrefix = "new ")
        {
            if (atlas != null && atlas.selectedTextureQuad != null)
            {
                CreateTextureQuad(atlas, namePrefix + atlas.selectedTextureQuad.name, atlas.selectedTextureQuad.rect, false);

                if (copyData)
                {
                    atlas.textureQuads[atlas.textureQuads.Count - 1].meshes        = atlas.selectedTextureQuad.meshes;
                    atlas.textureQuads[atlas.textureQuads.Count - 1].textureGroups = atlas.selectedTextureQuad.textureGroups;
                }

                if (focus)
                {
                    atlas.selectedTextureQuad = atlas.textureQuads[atlas.textureQuads.Count - 1];
                }
            }
        }
        public static void RemoveTextureQuad(MA_TextureAtlasserProAtlas atlas, bool focus = true)
        {
            if (atlas != null && atlas.selectedTextureQuad != null)
            {
                int _index = atlas.textureQuads.IndexOf(atlas.selectedTextureQuad);

                atlas.textureQuads.RemoveAt(_index);
                Object.DestroyImmediate(atlas.selectedTextureQuad, true);
                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();

                if (focus && atlas.textureQuads.Count > 0)
                {
                    _index = Mathf.Clamp(_index, 0, atlas.textureQuads.Count - 1);
                    atlas.selectedTextureQuad = atlas.textureQuads[_index];
                }
            }
        }
Пример #8
0
        public static string ExportAtlasMaterial(MA_TextureAtlasserProAtlas atlas, MaterialExportSettings materialExportSettings, string[] textures = null, string savePath = EXPORT_ASSET_PATH)
        {
            if (atlas == null || atlas.textureQuads == null || atlas.textureGroupRegistration == null)
            {
                return(null);
            }

            //Directories.
            string savePathMaterial = savePath + atlas.name + "/Materials/";

            CreateFolder(savePathMaterial);

            Shader shader = materialExportSettings.shader;

            if (shader)
            {
                Material material = new Material(shader)
                {
                    name = atlas.name
                };

                if (textures != null)
                {
                    for (int i = 0; i < (int)Mathf.Min(materialExportSettings.shaderPropertyNames.Count, textures.Length); i++)
                    {
                        Texture t = AssetDatabase.LoadAssetAtPath <Texture>(textures[i]);
                        if (t != null)
                        {
                            material.SetTexture(materialExportSettings.shaderPropertyNames[i], t);
                        }
                    }
                }

                string assetPath = savePathMaterial + material.name + ".mat";

                //Save material
                AssetDatabase.CreateAsset(material, assetPath);
                AssetDatabase.Refresh();

                return(assetPath);
            }

            return(null);
        }
Пример #9
0
        private static void SetAtlasSpriteSettings(MA_TextureAtlasserProAtlas atlas, TextureExportSettings textureExportSettings, string savePath = EXPORT_ASSET_PATH)
        {
            //Foreach texture group
            for (int i = 0; i < atlas.textureGroupRegistration.Count; i++)
            {
                //Convert
                string          textureName     = atlas.name + "_" + atlas.textureGroupRegistration[i].name + '.' + textureExportSettings.textureFormat.ToString();
                TextureImporter textureImporter = (TextureImporter)AssetImporter.GetAtPath(savePath + textureName);
                textureImporter.textureType         = TextureImporterType.Sprite;
                textureImporter.alphaIsTransparency = true;

                //Slice sprites.
                if (textureExportSettings.textureType == TextureType.SpriteSliced)
                {
                    textureImporter.spriteImportMode = SpriteImportMode.None; //Reset it to update?
                    textureImporter.spriteImportMode = SpriteImportMode.Multiple;
                    List <SpriteMetaData> spriteMetaData = new List <SpriteMetaData>();

                    foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads)
                    {
                        if (q.textureGroups != null && q.textureGroups[i].texture != null)
                        {
                            //Create new SpriteMetaData.
                            SpriteMetaData smd = new SpriteMetaData
                            {
                                name = q.name,
                                rect = new Rect(q.guiRect.x, atlas.textureAtlasSize.y - q.guiRect.y - q.guiRect.height, q.guiRect.width, q.guiRect.height)
                            };

                            spriteMetaData.Add(smd);
                        }
                    }

                    textureImporter.spritesheet = spriteMetaData.ToArray();
                }
                else
                {
                    textureImporter.spriteImportMode = SpriteImportMode.Single;
                }

                textureImporter.SaveAndReimport();
            }
        }
        public static void ExportAtlasModels(MA_TextureAtlasserProAtlas atlas, ModelFormat modelFormat, string savePath = EXPORTASSETPATH)
        {
            switch (modelFormat)
            {
            case ModelFormat.None:
                break;

            case ModelFormat.Obj:
                ExportAtlasObj(atlas, savePath);
                break;

            case ModelFormat.ReplaceObj:
                ModifyAtlasObj(atlas);
                break;

            default:
                break;
            }
        }
        public static MA_TextureAtlasserProAtlas CreateTextureAtlas(string name, Vector2 size)
        {
            MA_TextureAtlasserProAtlas _atlas = ScriptableObject.CreateInstance <MA_TextureAtlasserProAtlas>();

            if (_atlas != null)
            {
                _atlas.CreateAtlas(name, size);
                MA_CheckTextureAtlas(_atlas);

                AssetDatabase.CreateAsset(_atlas, SAVEASSETPATH + name + ".asset");
                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();

                return(_atlas);
            }
            else
            {
                return(null);
            }
        }
Пример #12
0
        public static void DuplicateTextureQuad(MA_TextureAtlasserProAtlas atlas, bool focus = true, string namePrefix = "new ")
        {
            if (atlas != null && atlas.selectedTextureQuad != null)
            {
                //MA_TextureAtlasserProQuad q = CreateTextureQuad(atlas, namePrefix + atlas.selectedTextureQuad.name, atlas.selectedTextureQuad.rect, false);
                MA_TextureAtlasserProQuad q = Object.Instantiate(atlas.selectedTextureQuad);
                q.name = string.Format("{0}{1}", namePrefix, atlas.selectedTextureQuad.name);
                atlas.textureQuads.Add(q);

                AssetDatabase.AddObjectToAsset(q, atlas);

                if (focus)
                {
                    atlas.selectedTextureQuad = q;
                }

                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();
            }
        }
Пример #13
0
        private static string[] ExportAtlasUnityMeshPrefab(MA_TextureAtlasserProAtlas atlas, ModelExportSettings modelExportSettings, string material = null, string savePath = EXPORT_ASSET_PATH)
        {
            if (atlas == null || atlas.textureQuads == null)
            {
                return(null);
            }

            List <string> assetPaths = new List <string>();

            foreach (MA_TextureAtlasserProQuad quad in atlas.textureQuads)
            {
                //Export Mesh
                if (quad.meshes != null)
                {
                    for (int m = 0; m < quad.meshes.Count; m++)
                    {
                        if (quad.meshes[m] != null)
                        {
                            //Create new mesh
                            Mesh newMesh = new Mesh();
                            //Duplicate it from the current one
                            newMesh = MA_MeshUtils.MA_DuplicateMesh(quad.meshes[m]);
                            //Remap UV's
                            newMesh = MA_MeshUtils.MA_UVReMap(newMesh, atlas.textureAtlasSize, quad.guiRect, modelExportSettings.uvChannel, modelExportSettings.uvFlipY, modelExportSettings.uvWrap);
                            //Set name
                            string meshName = string.IsNullOrEmpty(quad.name) ? "" : quad.name + "-";
                            meshName += quad.meshes[m].name;
                            int n = m + 1;
                            meshName    += "_" + n.ToString("#000");
                            newMesh.name = meshName;
                            //Save it
                            string asset = MA_MeshUtils.MA_SaveMeshPrefab(newMesh, meshName, savePath, materialPath: material);
                            assetPaths.Add(asset);
                        }
                    }
                }
            }

            return(assetPaths.ToArray());
        }
        // public static void ExportAtlasTexturePNG(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH)
        // {
        //  if(atlas != null && atlas.textureQuads != null)
        //  {
        //      //Create new Texture Atlas
        //      Texture2D newTexture = new Texture2D((int)atlas.textureAtlasSize.x, (int)atlas.textureAtlasSize.y);
        //      newTexture.name = atlas.name;

        //      foreach (MA_TextureAtlasserProQuad ta in atlas.textureQuads)
        //      {
        //          //Export Texture Atlas
        //          //TODO: Replace with texture groups (foreacht ...)
        //          if(ta.texture != null)
        //          {
        //              //Create new texture part
        //              Texture2D newTexturePart = (Texture2D)MA_Texture.MA_TextureUtils.ConvertToReadableTexture(ta.texture);
        //              //Scale it
        //              newTexturePart = newTexturePart.MA_Scale2D((int)ta.guiRect.width, (int)ta.guiRect.height);
        //              //Add it
        //              newTexture = newTexture.MA_Combine2D(newTexturePart, (int)ta.guiRect.x, (int)ta.guiRect.y);
        //          }
        //      }

        //      //Save it
        //      newTexture.MA_Save2D("MA_" + newTexture.name, savePath);
        //      //Refresh
        //      AssetDatabase.Refresh();
        //  }
        // }

        public static void ExportAtlasTexturesPNG(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH)
        {
            if (atlas != null && atlas.textureQuads != null && atlas.textureGroupRegistration != null)
            {
                //Foreach texture group
                for (int i = 0; i < atlas.textureGroupRegistration.Count; i++)
                {
                    //Create new Texture Atlas
                    Texture2D newTexture = new Texture2D((int)atlas.textureAtlasSize.x, (int)atlas.textureAtlasSize.y);
                    newTexture.name = atlas.name + "_" + atlas.textureGroupRegistration[i].name;

                    foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads)
                    {
                        if (q.textureGroups != null && q.textureGroups[i].texture != null)
                        {
                            //Create new texture part
                            Texture2D newTexturePart = (Texture2D)MA_Texture.MA_TextureUtils.ConvertToReadableTexture(q.textureGroups[i].texture);
                            //Scale it
                            newTexturePart = newTexturePart.MA_Scale32D((int)q.guiRect.width, (int)q.guiRect.height);
                            //Add it
                            newTexture = newTexture.MA_Combine2D(newTexturePart, (int)q.guiRect.x, (int)q.guiRect.y);
                        }
                    }

                    //Save it
                    newTexture.MA_Save2D("MA_" + newTexture.name, savePath);

                    TextureImporter textureImporter = (TextureImporter)AssetImporter.GetAtPath(savePath + "MA_" + newTexture.name + ".png");
                    textureImporter.textureType = TextureImporterType.Default;
                    textureImporter.SaveAndReimport();
                }

                //Refresh
                AssetDatabase.Refresh();
            }
        }
Пример #15
0
        private static string[] ExportAtlasUnityMeshPrefab(MA_TextureAtlasserProAtlas atlas, ModelExportSettings modelExportSettings, string materialPath = null, string savePath = EXPORT_ASSET_PATH)
        {
            if (atlas == null || atlas.textureQuads == null)
            {
                return(null);
            }

            List <string> assetPaths = new List <string>();

            //Directories.
            string savePathPrefab = savePath + atlas.name + "/";
            string savePathMeshes = savePathPrefab + "Meshes/";

            CreateFolder(savePathPrefab);
            CreateFolder(savePathMeshes);

            foreach (MA_TextureAtlasserProQuad quad in atlas.textureQuads)
            {
                foreach (MA_ModelGroup mg in quad.modelGroups)
                {
                    //Validate name.
                    if (string.IsNullOrEmpty(mg.name) || string.IsNullOrWhiteSpace(mg.name))
                    {
                        mg.name = MA_StringUtils.RandomAlphabetString(6);
                        Debug.LogWarning("No valid model name assigned!");
                    }

                    //Create new prefab asset.
                    string     newPrefabPath = MA_PrefabUtils.CreatePrefab(mg.name, savePathPrefab);
                    GameObject newPrefab     = AssetDatabase.LoadAssetAtPath <GameObject>(newPrefabPath);

                    foreach (Mesh m in mg.meshes)
                    {
                        if (m != null)
                        {
                            //Validate name.
                            if (string.IsNullOrEmpty(m.name) || string.IsNullOrWhiteSpace(m.name))
                            {
                                m.name = MA_StringUtils.RandomAlphabetString(6);
                                Debug.LogWarning("No valid mesh name assigned!");
                            }

                            //Create new mesh.
                            //Duplicate it from the current one.
                            Mesh newMesh = MA_MeshUtils.MA_DuplicateMesh(m);
                            //Remap UV's.
                            newMesh = MA_MeshUtils.MA_UVReMap(newMesh, atlas.textureAtlasSize, quad.guiRect, modelExportSettings.uvChannel, modelExportSettings.uvFlipY, modelExportSettings.uvWrap);
                            //Set name.
                            newMesh.name = string.Format("{0}_{1}", mg.name, m.name);
                            //Save mesh.
                            string savedMeshPath = MA_MeshUtils.MA_SaveMeshAsset(newMesh, savePathMeshes);

                            //Load mesh.
                            Mesh savedMesh = AssetDatabase.LoadAssetAtPath <Mesh>(savedMeshPath);
                            //Load material.
                            Material savedMaterial = AssetDatabase.LoadAssetAtPath <Material>(materialPath);

                            //Create gameObject.
                            GameObject newGameObject = new GameObject(m.name);
                            //Add mesh filter.
                            MeshFilter mf = newGameObject.AddComponent <MeshFilter>();
                            mf.mesh = savedMesh;
                            //Add mesh renderer.
                            MeshRenderer mr = newGameObject.AddComponent <MeshRenderer>();
                            mr.material = savedMaterial;

                            //Add to parent gameObject (prefab).
                            MA_PrefabUtils.AddChild(newPrefab, newGameObject);
                            Object.DestroyImmediate(newGameObject);
                        }
                    }

                    assetPaths.Add(newPrefabPath);
                }
            }

            return(assetPaths.ToArray());
        }
Пример #16
0
        private static string[] ExportAtlasPNG(MA_TextureAtlasserProAtlas atlas, TextureExportSettings textureExportSettings, string savePath = EXPORT_ASSET_PATH, string tempPath = TEMP_ASSET_PATH)
        {
            if (atlas == null || atlas.textureQuads == null || atlas.textureGroupRegistration == null)
            {
                return(null);
            }

            string[] assetPaths = new string[atlas.textureGroupRegistration.Count];

            //Create temp folder
            CreateFolder(tempPath);

            //Foreach texture group
            for (int i = 0; i < atlas.textureGroupRegistration.Count; i++)
            {
                //Create new Texture Atlas
                Texture2D newTexture = new Texture2D((int)atlas.textureAtlasSize.x, (int)atlas.textureAtlasSize.y)
                {
                    name = atlas.name + "_" + atlas.textureGroupRegistration[i].name
                };

                foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads)
                {
                    if (q.textureGroups != null && q.textureGroups[i].texture != null)
                    {
                        //Make temp copy
                        string orginalTexturePath      = AssetDatabase.GetAssetPath(q.textureGroups[i].texture);
                        string orginalTextureExtension = System.IO.Path.GetExtension(orginalTexturePath);

                        string tempTexturePath = tempPath + q.textureGroups[i].texture.name + orginalTextureExtension;
                        AssetDatabase.CopyAsset(orginalTexturePath, tempTexturePath);

                        //Set temp copy to default settings
                        TextureImporter tempTextureImporter = (TextureImporter)AssetImporter.GetAtPath(tempTexturePath);
                        tempTextureImporter.textureType         = TextureImporterType.Default;
                        tempTextureImporter.sRGBTexture         = false;
                        tempTextureImporter.alphaIsTransparency = false;
                        tempTextureImporter.maxTextureSize      = (int)Mathf.Max(atlas.textureAtlasSize.x, atlas.textureAtlasSize.y);
                        tempTextureImporter.textureCompression  = TextureImporterCompression.Uncompressed;
                        tempTextureImporter.SaveAndReimport();

                        //Load temp copy
                        Texture tempCopy = AssetDatabase.LoadAssetAtPath <Texture>(tempTextureImporter.assetPath);

                        //Create new texture part
                        Texture2D newTexturePart = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(tempCopy);

                        //Scale it
                        newTexturePart = newTexturePart.MA_Scale2D((int)q.guiRect.width, (int)q.guiRect.height, textureExportSettings.textureScaleMode);

                        //Add it
                        newTexture = newTexture.MA_Combine2D(newTexturePart, (int)q.guiRect.x, (int)q.guiRect.y);

                        //Delete temp copy
                        AssetDatabase.DeleteAsset(tempTextureImporter.assetPath);
                    }
                }

                //Save it
                newTexture.MA_Save2D(newTexture.name, savePath);

                assetPaths[i] = (savePath + newTexture.name + '.' + textureExportSettings.textureFormat.ToString());

                //Set settings.
                switch (textureExportSettings.textureType)
                {
                case TextureType.Default:
                {
                    TextureImporter textureImporter = (TextureImporter)AssetImporter.GetAtPath(savePath + newTexture.name + '.' + textureExportSettings.textureFormat.ToString());
                    textureImporter.textureType = TextureImporterType.Default;
                    textureImporter.SaveAndReimport();
                }
                break;

                case TextureType.Sprite:
                    SetAtlasSpriteSettings(atlas, textureExportSettings, savePath);
                    break;

                case TextureType.SpriteSliced:
                    SetAtlasSpriteSettings(atlas, textureExportSettings, savePath);
                    break;

                default:
                    break;
                }
            }

            //Delete temp folder
            DeleteFolder(tempPath);

            //Refresh
            AssetDatabase.Refresh();

            return(assetPaths);
        }
Пример #17
0
        private void OnGUI()
        {
            if (thisWindow == null)
            {
                GetCurrentWindow();
                return;
            }

            //Get current event
            Event e = ProcessEvents();

            if (isLoaded)
            {
                GUILayout.BeginArea(new Rect(MA_TextureAtlasserProUtils.VIEW_OFFSET, MA_TextureAtlasserProUtils.VIEW_OFFSET, position.width - (MA_TextureAtlasserProUtils.VIEW_OFFSET * 2), position.height - (MA_TextureAtlasserProUtils.VIEW_OFFSET * 2)));
                GUILayout.BeginVertical();

                //Input options
                textureAtlasName = EditorGUILayout.TextField("Atlas name", textureAtlasName, GUILayout.ExpandWidth(true));
                if (textureAtlasName == "Atlas name" || string.IsNullOrEmpty(textureAtlasName))
                {
                    nameError           = true;
                    GUI.backgroundColor = Color.red;
                    GUILayout.Box("Error: Enter a valid atlas name!", EditorStyles.helpBox);
                    GUI.backgroundColor = Color.white;
                }
                else
                {
                    nameError = false;
                }

                textureAtlasSize.x = EditorGUILayout.IntField("Atlas width", (int)textureAtlasSize.x, GUILayout.ExpandWidth(true));
                if (linkedAtlasSize)
                {
                    linkedAtlasSize    = EditorGUILayout.Toggle("link height", linkedAtlasSize, GUILayout.ExpandWidth(true));
                    textureAtlasSize.y = textureAtlasSize.x;
                }
                else
                {
                    textureAtlasSize.y = EditorGUILayout.IntField("Atlas height", (int)textureAtlasSize.y, GUILayout.ExpandWidth(true));
                }
                if (!Mathf.IsPowerOfTwo((int)textureAtlasSize.x) || !Mathf.IsPowerOfTwo((int)textureAtlasSize.y))
                {
                    GUI.backgroundColor = Color.yellow;
                    GUILayout.Box("Warning: Atlas size value isn't a power of two!", EditorStyles.helpBox);
                    GUI.backgroundColor = Color.white;
                }
                if (textureAtlasSize.x < 64 || textureAtlasSize.y < 64)
                {
                    sizeError           = true;
                    GUI.backgroundColor = Color.red;
                    GUILayout.Box("Error: The minimum atlas size is 64!", EditorStyles.helpBox);
                    GUI.backgroundColor = Color.white;
                }
                else
                {
                    sizeError = false;
                }

                //Create
                if (!nameError && !sizeError)
                {
                    if (GUILayout.Button("Create Atlas", GUILayout.ExpandWidth(true), GUILayout.Height(37)))
                    {
                        textureAtlas = MA_TextureAtlasserProUtils.CreateTextureAtlas(textureAtlasName, textureAtlasSize);

                        if (curWindow != null)
                        {
                            curWindow.textureAtlas = textureAtlas;
                        }
                        else
                        {
                            Debug.Log("No editor window found");
                        }

                        CloseWindow();
                    }
                }

                GUILayout.EndVertical();
                GUILayout.EndArea();
            }

            if (e.type == EventType.Repaint)
            {
                isLoaded = true;
            }
        }