示例#1
0
    static private void DrawButton(PSDUI.Layer layer, GameObject parent)
    {
        Button temp   = Resources.Load(PSDImporterConst.PREFAB_PATH_BUTTON, typeof(Button)) as Button;
        Button button = GameObject.Instantiate(temp) as Button;

        button.transform.parent = parent.transform;


        if (layer.images != null)
        {
            for (int imageIndex = 0; imageIndex < layer.images.Length; imageIndex++)
            {
                PSDUI.Image image = layer.images [imageIndex];

                if (image.name.Contains("normal"))
                {
                    if (image.imageSource == PSDUI.ImageSource.Custom)
                    {
                        string assetPath = baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
                        Sprite sprite    = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;
                        button.image.sprite = sprite;

                        RectTransform rectTransform = button.GetComponent <RectTransform> ();
                        rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
                        rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);
                    }
                }
            }
        }
    }
示例#2
0
    //------------------------------------------------------------------
    //when it's a common psd, then move the asset to special folder
    //------------------------------------------------------------------
    static private void MoveAsset(PSDUI.Layer layer, string baseDirectory)
    {
        if (layer.images != null)
        {
            string newPath = baseDirectory;
            if (layer.name == PSDImporterConst.IMAGE)
            {
                newPath = baseDirectory + PSDImporterConst.IMAGE + "/";
                System.IO.Directory.CreateDirectory(newPath);
            }
            else
            if (layer.name == PSDImporterConst.NINE_SLICE)
            {
                newPath = baseDirectory + PSDImporterConst.NINE_SLICE + "/";
                System.IO.Directory.CreateDirectory(newPath);
            }

            Debug.Log("creating new folder : " + newPath);

            AssetDatabase.Refresh();

            for (int imageIndex = 0; imageIndex < layer.images.Length; imageIndex++)
            {
                // we need to fixup all images that were exported from PS
                PSDUI.Image image = layer.images [imageIndex];

                if (image.imageSource == PSDUI.ImageSource.Custom)
                {
                    string texturePathName = baseDirectory + layer.images [imageIndex].name + PSDImporterConst.PNG_SUFFIX;
                    string targetPathName  = newPath + layer.images [imageIndex].name + PSDImporterConst.PNG_SUFFIX;

                    Debug.Log(texturePathName);
                    Debug.Log(targetPathName);

                    AssetDatabase.MoveAsset(texturePathName, targetPathName);
                }
            }
        }

        if (layer.layers != null)
        {
            for (int layerIndex = 0; layerIndex < layer.layers.Length; layerIndex++)
            {
                MoveAsset(layer.layers [layerIndex], baseDirectory);
            }
        }
    }
示例#3
0
    //--------------------------------------------------------------------------
    // private methods
    //-------------------------------------------------------------------------

    static private void ImportLayer(PSDUI.Layer layer, string baseDirectory)
    {
        if (layer.images != null)
        {
            for (int imageIndex = 0; imageIndex < layer.images.Length; imageIndex++)
            {
                // we need to fixup all images that were exported from PS
                PSDUI.Image image = layer.images [imageIndex];

                if (image.imageSource == PSDUI.ImageSource.Custom)
                {
                    string texturePathName = baseDirectory + layer.images [imageIndex].name + PSDImporterConst.PNG_SUFFIX;

                    // modify the importer settings
                    TextureImporter textureImporter = AssetImporter.GetAtPath(texturePathName) as TextureImporter;
                    textureImporter.textureType      = TextureImporterType.Sprite;
                    textureImporter.spriteImportMode = SpriteImportMode.Single;
                    textureImporter.spritePackingTag = baseFilename;
                    textureImporter.maxTextureSize   = 2048;

                    if (baseFilename.Contains("Common") && layer.name == PSDImporterConst.NINE_SLICE) //If Psd's name contains "Common", then it's Common type;
                    {
                        textureImporter.spriteBorder = new Vector4(3, 3, 3, 3);                       // Set Default Slice type Image's border to Vector4 (3, 3, 3, 3)
                    }

                    AssetDatabase.WriteImportSettingsIfDirty(texturePathName);
                    AssetDatabase.ImportAsset(texturePathName);
                }
            }
        }

        if (layer.layers != null)
        {
            for (int layerIndex = 0; layerIndex < layer.layers.Length; layerIndex++)
            {
                ImportLayer(layer.layers [layerIndex], baseDirectory);
            }
        }
    }
示例#4
0
    static private void DrawNormalLayer(PSDUI.Layer layer, GameObject parent)
    {
        GameObject obj = new GameObject(layer.name);

        obj.transform.parent = parent.transform;

        if (layer.images != null)
        {
            for (int imageIndex = 0; imageIndex < layer.images.Length; imageIndex++)
            {
                PSDUI.Image image = layer.images [imageIndex];

                if (image.imageSource == PSDUI.ImageSource.Custom)
                {
                    Image pic = Resources.Load(PSDImporterConst.PREFAB_PATH_IMAGE, typeof(Image)) as Image;

                    string assetPath = baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
                    Sprite sprite    = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;

                    if (sprite == null)
                    {
                        Debug.Log("loading asset at path: " + baseDirectory + image.name);
                    }

                    pic.sprite = sprite;

                    Image myImage = GameObject.Instantiate(pic) as Image;
                    myImage.name             = image.name;
                    myImage.transform.parent = obj.transform;

                    RectTransform rectTransform = myImage.GetComponent <RectTransform> ();
                    rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
                    rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);
                }
                else
                if (image.imageSource == PSDUI.ImageSource.Common)
                {
                    if (image.imageType == PSDUI.ImageType.Label)
                    {
                        Text text = Resources.Load(PSDImporterConst.PREFAB_PATH_TEXT, typeof(Text)) as Text;

                        Text myText = GameObject.Instantiate(text) as Text;
                        Debug.Log("Label Color : " + image.arguments [0]);
//                        myText.color = image.arguments[0];
//                        myText.font = image.arguments[1];
                        Debug.Log("fontSize : " + image.arguments [2]);

                        myText.fontSize         = System.Convert.ToInt32(image.arguments [2]);
                        myText.text             = image.arguments [3];
                        myText.transform.parent = obj.transform;

                        RectTransform rectTransform = myText.GetComponent <RectTransform> ();
                        rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
                        rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);
                    }
                    else if (image.imageType == PSDUI.ImageType.Texture)
                    {
                        Image pic = Resources.Load(PSDImporterConst.PREFAB_PATH_IMAGE, typeof(Image)) as Image;
                        pic.sprite = null;
                        Image myImage = GameObject.Instantiate(pic) as Image;
                        myImage.name             = image.name;
                        myImage.transform.parent = obj.transform;

                        RectTransform rectTransform = myImage.GetComponent <RectTransform> ();
                        rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
                        rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);
                    }
                    else
                    {
                        Image pic = Resources.Load(PSDImporterConst.PREFAB_PATH_IMAGE, typeof(Image)) as Image;

                        string commonImagePath = PSDImporterConst.COMMON_BASE_FOLDER + image.name.Replace(".", "/") + PSDImporterConst.PNG_SUFFIX;
                        Debug.Log("==  CommonImagePath  ====" + commonImagePath);
                        Sprite sprite = AssetDatabase.LoadAssetAtPath(commonImagePath, typeof(Sprite)) as Sprite;
                        pic.sprite = sprite;

                        Image myImage = GameObject.Instantiate(pic) as Image;
                        myImage.name             = image.name;
                        myImage.transform.parent = obj.transform;

                        if (image.imageType == PSDUI.ImageType.SliceImage)
                        {
                            myImage.type = Image.Type.Sliced;
                        }

                        RectTransform rectTransform = myImage.GetComponent <RectTransform> ();
                        rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
                        rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);
                    }
                }
            }
        }

        if (layer.layers != null)
        {
            for (int layerIndex = 0; layerIndex < layer.layers.Length; layerIndex++)
            {
                DrawLayer(layer.layers [layerIndex], obj);
            }
        }
    }