ImportAndConfigureAtlasTexture() публичный статический Метод

Imports and configures atlas texture.
public static ImportAndConfigureAtlasTexture ( Texture2D targetTexture, Texture2D sourceTexture, Rect uvs, SimpleSpritePackerEditor.SPSpriteImportData spritesImportData ) : bool
targetTexture UnityEngine.Texture2D Target texture.
sourceTexture UnityEngine.Texture2D Source texture.
uvs UnityEngine.Rect Uvs.
spritesImportData SimpleSpritePackerEditor.SPSpriteImportData
Результат bool
        /// <summary>
        /// Rebuilds the atlas texture.
        /// </summary>
        public void RebuildAtlas()
        {
            if (this.m_Instance == null)
            {
                Debug.LogError(
                    "SPAtlasBuilder failed to rebuild the atlas, reason: Sprite Packer Instance reference is null.");
                return;
            }

            if (this.m_Instance.texture == null)
            {
                Debug.LogWarning(
                    "Sprite Packer failed to rebuild the atlas, please make sure the atlas texture reference is set.");
                return;
            }

            // Make the atlas texture readable
            if (SPTools.TextureSetReadWriteEnabled(this.m_Instance.texture, true, false))
            {
                // Get a list with the current sprites and applied actions
                List <SPSpriteInfo> spriteInfoList = this.m_Instance.GetSpriteListWithAppliedActions();

                // Get the source textures asset paths
                string[] sourceTexturePaths = this.CollectSourceTextureAssetPaths(spriteInfoList);

                // Make the source textures readable
                if (!this.SetAssetsReadWriteEnabled(sourceTexturePaths, true))
                {
                    Debug.LogError(
                        "Sprite Packer failed to make one or more of the source texture readable, please do it manually.");
                    return;
                }

                // Make sure all the textures have the correct texture format
                this.CorrectTexturesFormat(spriteInfoList);

                // If we are using max rects packing, sort the sprite info list by size
                if (this.m_Instance.packingMethod == SPInstance.PackingMethod.MaxRects)
                {
                    spriteInfoList.Sort(CompareBySize);
                }

                // Temporary textures array
                Texture2D[] textures = new Texture2D[spriteInfoList.Count];

                // Create an array to contain the sprite import data
                SPSpriteImportData[] spritesImportData = new SPSpriteImportData[spriteInfoList.Count];

                // Populate the textures and names arrays
                int ia = 0;
                foreach (SPSpriteInfo si in spriteInfoList)
                {
                    // Temporary texture
                    Texture2D texture = null;

                    // Prepare the sprite import data
                    SPSpriteImportData importData = new SPSpriteImportData();

                    // Prepare the sprite name
                    importData.name = "Sprite_" + ia.ToString();

                    if (si.targetSprite != null)
                    {
                        importData.name = si.targetSprite.name;
                    }
                    else if (si.source != null && (si.source is Texture2D || si.source is Sprite))
                    {
                        if (si.source is Texture2D)
                        {
                            importData.name = (si.source as Texture2D).name;
                        }
                        else
                        {
                            importData.name = (si.source as Sprite).name;
                        }
                    }

                    // Prepare texture
                    // In case the source texture is missing, rebuild from the already existing sprite
                    if (si.source == null && si.targetSprite != null)
                    {
                        // Copy the sprite into the temporary texture
                        texture = new Texture2D((int)si.targetSprite.rect.width, (int)si.targetSprite.rect.height,
                                                TextureFormat.ARGB32, false);
                        Color[] pixels = si.targetSprite.texture.GetPixels((int)si.targetSprite.rect.x,
                                                                           (int)si.targetSprite.rect.y,
                                                                           (int)si.targetSprite.rect.width,
                                                                           (int)si.targetSprite.rect.height);
                        texture.SetPixels(pixels);
                        texture.Apply();
                    }
                    // Handle texture source
                    else if (si.source is Texture2D)
                    {
                        // Get as texture
                        Texture2D sourceTex = si.source as Texture2D;

                        // Check if we have as source texture
                        if (sourceTex != null)
                        {
                            // Copy the source texture into the temp one
                            texture = new Texture2D(sourceTex.width, sourceTex.height, TextureFormat.ARGB32, false);
                            Color[] pixels = sourceTex.GetPixels(0, 0, sourceTex.width, sourceTex.height);
                            texture.SetPixels(pixels);
                            texture.Apply();

                            // Transfer the sprite data
                            importData.border    = Vector4.zero;
                            importData.alignment = this.m_Instance.defaultPivot;
                            importData.pivot     = this.m_Instance.defaultCustomPivot;
                        }
                    }
                    // Handle sprite source
                    else if (si.source is Sprite)
                    {
                        // Get as sprite
                        Sprite sourceSprite = si.source as Sprite;

                        // Make sure we have the sprite
                        if (sourceSprite != null)
                        {
                            // Copy the sprite into the temporary texture
                            texture = new Texture2D((int)sourceSprite.rect.width, (int)sourceSprite.rect.height,
                                                    TextureFormat.ARGB32, false);
                            Color[] pixels = sourceSprite.texture.GetPixels((int)sourceSprite.rect.x,
                                                                            (int)sourceSprite.rect.y,
                                                                            (int)sourceSprite.rect.width,
                                                                            (int)sourceSprite.rect.height);
                            texture.SetPixels(pixels);
                            texture.Apply();

                            // Transfer the sprite data
                            importData.border    = sourceSprite.border;
                            importData.alignment = SpriteAlignment.Custom;
                            importData.pivot     = new Vector2(
                                (0f - sourceSprite.bounds.center.x / sourceSprite.bounds.extents.x / 2 + 0.5f),
                                (0f - sourceSprite.bounds.center.y / sourceSprite.bounds.extents.y / 2 + 0.5f));
                        }
                    }

                    // Save the new texture into our array
                    textures[ia] = (texture != null) ? texture : new Texture2D(1, 1);

                    // Set the sprite import data
                    spritesImportData[ia] = importData;

                    // Increase the indexer
                    ia++;
                }

                // Make the source textures assets non readable
                if (SPTools.GetEditorPrefBool(SPTools.Settings_DisableReadWriteEnabled))
                {
                    this.SetAssetsReadWriteEnabled(sourceTexturePaths, false);
                }

                // Clear the source textures asset paths
                System.Array.Clear(sourceTexturePaths, 0, sourceTexturePaths.Length);

                // Create a temporary texture for the packing
                Texture2D tempTexture = new Texture2D(1, 1, TextureFormat.ARGB32, false);

                // UV coords array
                Rect[] uvs;

                // Pack the textures into the temporary
                if (this.m_Instance.packingMethod == SPInstance.PackingMethod.Unity)
                {
                    uvs = tempTexture.PackTextures(textures, this.m_Instance.padding, this.m_Instance.maxSize);
                }
                else
                {
                    uvs = UITexturePacker.PackTextures(tempTexture, textures, this.m_Instance.padding,
                                                       this.m_Instance.maxSize);

                    // Check if packing failed
                    if (uvs == null)
                    {
                        Debug.LogError(
                            "Sprite Packer texture packing failed, the textures might be exceeding the specified maximum size.");
                        return;
                    }
                }

                // Import and Configure the texture atlas (also disables Read/Write)
                SPTools.ImportAndConfigureAtlasTexture(this.m_Instance.texture, tempTexture, uvs, spritesImportData);

                // Clear the current sprite info list
                this.m_Instance.ClearSprites();

                // Clear the actions list
                this.m_Instance.ClearActions();

                // Destroy the textures from the temporary textures array
                for (int ib = 0; ib < textures.Length; ib++)
                {
                    UnityEngine.Object.DestroyImmediate(textures[ib]);
                }

                // Destroy the temporary texture
                UnityEngine.Object.DestroyImmediate(tempTexture);

                // Convert the temporary sprite info into array
                SPSpriteInfo[] spriteInfoArray = spriteInfoList.ToArray();

                // Clear the temporary sprite info list
                spriteInfoList.Clear();

                // Apply the new sprite reff to the sprite info and add the sprite info to the sprites list
                for (int i = 0; i < spriteInfoArray.Length; i++)
                {
                    SPSpriteInfo info = spriteInfoArray[i];

                    if (info.targetSprite == null)
                    {
                        info.targetSprite = SPTools.LoadSprite(this.m_Instance.texture, spritesImportData[i].name);
                    }

                    // Add to the instance sprite info list
                    this.m_Instance.AddSprite(info);
                }

                // Clear the sprites import data array
                System.Array.Clear(spritesImportData, 0, spritesImportData.Length);

                // Set dirty
                EditorUtility.SetDirty(this.m_Instance);
            }
            else
            {
                Debug.LogError("Sprite Packer failed to make the atlas texture readable, please do it manually.");
            }
        }