bool rayCast(Vector3 startPos, Vector3 translation, out Vector3 correctedTranslation) { bool hit = false; correctedTranslation = translation; RaycastHit2D hitInfo = Physics2D.Raycast(YoctoMath.Vec2(startPos), YoctoMath.Vec2(translation), translation.magnitude, ~(YoctoHelper.Layer("Player"))); if (hitInfo.collider != null) { hit = true; correctedTranslation = YoctoMath.Vec3(hitInfo.point) - startPos; } return(hit); }
void OnGUI() { mWidth = EditorGUI.IntField(new Rect(0, 0, position.width, 15), "Width", mWidth); mHeight = EditorGUI.IntField(new Rect(0, 20, position.width, 15), "Height", mHeight); mColor = EditorGUI.ColorField(new Rect(0, 40, position.width, 15), "Color", mColor); GUILayout.Space(60); if (GUILayout.Button("Create")) { string saveFilePath = EditorUtility.SaveFilePanelInProject( "Create texture file as PNG", "NewTexture", "png", "Please enter the new texture file name"); Texture2D tex = YoctoHelper.CreateTexture(mWidth, mHeight, mColor); YoctoHelper.SaveTextureToFile(tex, saveFilePath); AssetDatabase.Refresh(); } }
void OnGUI() { mWidth = EditorGUI.IntField(new Rect(0, 0, position.width, 15), "Width", mWidth); mHeight = EditorGUI.IntField(new Rect(0, 20, position.width, 15), "Height", mHeight); GUILayout.Space(50); if (GUILayout.Button("Generate")) { // 先创建一个sprite sheet贴图文件 Texture2D spriteSheet = new Texture2D(mWidth, mHeight, TextureFormat.ARGB32, false); YoctoHelper.SetTextureColor(spriteSheet, Color.clear); // 讲选中的texture都合成写入到创建好的sprite sheet中 List <SpriteMetaData> spriteList = new List <SpriteMetaData>(); int curX = 0; //当前可进行像素填充的坐标 int curY = 0; int curLineMaxHeight = 0; foreach (Object obj in Selection.objects) { Texture2D tex = (Texture2D)obj; if (tex != null) { string assetPath = AssetDatabase.GetAssetPath(obj); TextureImporter importer = (TextureImporter)TextureImporter.GetAtPath(assetPath); bool saveIsReadable = importer.isReadable; TextureImporterFormat saveFormat = importer.textureFormat; importer.isReadable = true; importer.textureFormat = TextureImporterFormat.ARGB32; importer.SaveAndReimport(); if (tex.width > spriteSheet.width) { continue; } if (curX + tex.width > spriteSheet.width) // 换行 { curX = 0; curY += curLineMaxHeight; curLineMaxHeight = 0; } if (curY + tex.height > spriteSheet.height) // 超出高度 { continue; } Color[] cols = tex.GetPixels(); spriteSheet.SetPixels(curX, curY, tex.width, tex.height, cols); // 记录当前sprite在sprite sheet中的信息 SpriteMetaData sprite = new SpriteMetaData(); sprite.name = tex.name; sprite.rect = new Rect(curX, curY, tex.width, tex.height); sprite.pivot = new Vector2(0.5f, 0.5f); spriteList.Add(sprite); curX += tex.width; if (tex.height > curLineMaxHeight) { curLineMaxHeight = tex.height; } importer.isReadable = saveIsReadable; importer.textureFormat = saveFormat; importer.SaveAndReimport(); } } spriteSheet.Apply(); // 保存sprite sheet贴图到文件并在导入设置中关联好子sprite信息 string saveFilePath = EditorUtility.SaveFilePanelInProject( "Create texture file as PNG", "NewTexture", "png", "Please enter the new texture file name"); YoctoHelper.SaveTextureToFile(spriteSheet, saveFilePath); AssetDatabase.Refresh(); TextureImporter atlasImporter = (TextureImporter)TextureImporter.GetAtPath(saveFilePath); atlasImporter.isReadable = false; atlasImporter.textureFormat = TextureImporterFormat.AutomaticCompressed; atlasImporter.textureType = TextureImporterType.Sprite; atlasImporter.spriteImportMode = SpriteImportMode.Multiple; atlasImporter.spritesheet = spriteList.ToArray(); atlasImporter.SaveAndReimport(); } }