示例#1
0
        private void GenerateAtlasSpritePrefab(string atlasDir)
        {
            Dictionary <string, string> md5Map = new Dictionary <string, string>();

            FileInfo[] resFiles = BMEditUtility.GetAllFiles(atlasDir, "*.*");
            for (int j = 0; j < resFiles.Length; j++)
            {
                FileInfo info = resFiles[j];
                if (info.FullName.EndsWith(".meta", StringComparison.Ordinal) || info.FullName.EndsWith(".txt", StringComparison.Ordinal))
                {
                    continue;
                }

                string dirName        = Path.GetFileName(info.DirectoryName);
                string outPath        = $"{_settings.atlasSpritePrefabDir}{dirName}/";
                string spriteFileName = Path.GetFileName(info.FullName);
                string spriteName     = Path.GetFileNameWithoutExtension(info.FullName);
                string texPath        = BMEditUtility.Absolute2Relativity(info.FullName);
                string md5            = HashHelper.ComputeMD5(texPath);
                md5Map.Add(texPath, md5);
                TextureImporter ti = AssetImporter.GetAtPath(texPath) as TextureImporter;
                if (ti)
                {
                    if (!Directory.Exists(outPath))
                    {
                        Directory.CreateDirectory(outPath);
                    }
                    GameObject     spritePrefab   = new GameObject(spriteName);
                    SpriteRenderer spriteRenderer = spritePrefab.AddComponent <SpriteRenderer>();
                    Vector4        border         = ti.spriteBorder;
                    ti.spritePackingTag = "Atlas_" + dirName;
                    ti.SaveAndReimport();
                    spriteRenderer.sprite = AssetDatabase.LoadAssetAtPath <Sprite>(texPath);;
                    //spritePrefab.hideFlags = HideFlags.HideInHierarchy;
                    var savePath = outPath + spriteName + ".prefab";
                    if (File.Exists(savePath))
                    {
                        File.Delete(savePath);
                    }
                    PrefabUtility.SaveAsPrefabAsset(spritePrefab, savePath);
                    //var texture2D = AssetDatabase.LoadAssetAtPath<Texture2D>(rPath);
                    //var sprite = Sprite.Create(texture2D, new Rect(0,0,texture2D.width,texture2D.height), new Vector2(0.5f,0.5f), 400, 0,SpriteMeshType.FullRect,border);
                    DestroyImmediate(spritePrefab);
                }
            }

            //Save md5
            BMEditUtility.SaveDictionary(Path.Combine(atlasDir, "manifest.txt"), md5Map);
        }
示例#2
0
 private void UpdatePackingTag(string dir)
 {
     FileInfo[] resFiles = BMEditUtility.GetAllFiles(dir, "*.*");
     for (int i = 0; i < resFiles.Length; i++)
     {
         FileInfo info  = resFiles[i];
         string   rPath = BMEditUtility.Absolute2Relativity(info.FullName);
         if (Path.GetExtension(rPath) == ".meta")
         {
             continue;
         }
         string          dirName = Path.GetFileName(Path.GetDirectoryName(rPath));
         TextureImporter ti      = AssetImporter.GetAtPath(rPath) as TextureImporter;
         if (ti)
         {
             ti.spritePackingTag = "UISprite_" + dirName;
             ti.SaveAndReimport();
         }
     }
 }
示例#3
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();


            if (!string.IsNullOrEmpty(_settings.scenesVersionFile))
            {
                EditorGUILayout.Space();
                foreach (var folder in _settings.scenesFolderList)
                {
                    FileInfo[] sceneFiles = BMEditUtility.GetAllFiles(folder, _settings.scenesPattern);
                    for (int i = 0; i < sceneFiles.Length; i++)
                    {
                        string path = BMEditUtility.Absolute2Relativity(sceneFiles[i].DirectoryName) + "/" + sceneFiles[i].Name; //相对路径
                        if (_scenesVersionDict.TryGetValue(path, out string version))
                        {
                            var oldVer = version;
                            version = EditorGUILayout.TextField(path.Replace(_settings.resDir, ""), version);
                            if (version != oldVer)
                            {
                                _scenesVersionDict[path] = version;
                                BMEditUtility.SaveDictionary(_settings.scenesVersionFile, _scenesVersionDict);
                            }
                        }
                        else
                        {
                            EditorGUILayout.TextField(path.Replace(_settings.resDir, ""), "0");
                        }
                    }
                }

                if (GUILayout.Button("Save Scene Version"))
                {
                    BMEditUtility.SaveDictionary(_settings.scenesVersionFile, _scenesVersionDict);
                }
                //重制所有场景版本号
                if (GUILayout.Button("Reset All Scenes Version"))
                {
                    _scenesVersionDict = new Dictionary <string, string>();
                    BMEditUtility.SaveDictionary(_settings.scenesVersionFile, _scenesVersionDict);
//                _settings.sceneVersions = new List<int>();
//                _settings.scenePaths = new List<string>();
//                serializedObject.ApplyModifiedProperties();
//                BMEditUtility.SaveSetting(_settings);
                }
            }

            EditorGUILayout.Space();
            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("Generate Atlas Sprite"))
            {
                GenerateAtlasSprite(false);
            }
            if (GUILayout.Button("Force Generate Atlas Sprite"))
            {
                GenerateAtlasSprite(true);
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.Space();
            //uiSpriteDir
            _settings.uiSpriteDir = EditorGUILayout.TextField("UI Sprite", _settings.uiSpriteDir);
            if (!string.IsNullOrEmpty(_settings.uiSpriteDir))
            {
                if (GUILayout.Button("Update All Packing Tag"))
                {
                    UpdatePackingTag(_settings.uiSpriteDir);
                }
            }
        }
示例#4
0
        //=======================
        // 工具函数
        //=======================

        //获取Build信息
        static BuildInfo FetchBuildInfo(string resDir, string searchPattern, BuildType buildType)
        {
            BuildInfo buildInfo = new BuildInfo();

            buildInfo.assetPaths = new List <string>();
            FileInfo[] resFiles = BMEditUtility.GetAllFiles(resDir, searchPattern);
            for (int i = 0; i < resFiles.Length; i++)
            {
                FileInfo fileInfo  = resFiles[i];
                string   lowerName = fileInfo.Name.ToLower();
                string   dirPath   = BMEditUtility.Absolute2Relativity(fileInfo.DirectoryName) + "/";

                //过滤一些文件
                if ((fileInfo.Attributes & FileAttributes.Hidden) == FileAttributes.Hidden)
                {
                    continue;
                }
                if ((fileInfo.Directory.Attributes & FileAttributes.Hidden) == FileAttributes.Hidden)
                {
                    continue;
                }
                if (IgnoreFile(lowerName, dirPath))
                {
                    continue;
                }

                string path = dirPath + fileInfo.Name; //相对路径
                if (buildType == BuildType.Lua)
                {
                    string temp = path + "." + BMUtility.EncryptWithMD5(path) + ".bytes";
                    if (File.Exists(temp))
                    {
                        File.Delete(temp);
                    }
                    if (isLuaEncoded)
                    {
                        if (!EncodeLuaFile(path, temp))
                        {
                            Debug.Log("Encode lua file fail!");
                            break;
                        }
                    }
                    else
                    {
                        File.Copy(path, temp);
                    }
                    buildInfo.assetPaths.Add(temp);
                    tempLuaPaths.Add(temp);
                }
                else
                {
                    buildInfo.assetPaths.Add(path);
                }
                //Logger.Log("path:{0}", path);
                EditorUtility.DisplayCancelableProgressBar("Fetch Build Info...", path, (float)(i + 1.0f) / (float)resFiles.Length);
            }
            //EditorUtility.ClearProgressBar();
            if (buildType == BuildType.Lua)
            {
                AssetDatabase.Refresh();
            }
            return(buildInfo);
        }