public static void BuildSprites(GameObject root, PSDLayerGroupInfo group, PsdExportSettings settings, PsdFileInfo fileInfo, SpriteAlignment createAlign) { BuildPsd(root, group, settings, fileInfo, createAlign, new SpriteConstructor()); }
private static void HandleGroupObject(PSDLayerGroupInfo groupInfo, Dictionary <PSDLayerGroupInfo, GameObject> groupHeaders, bool startGroup, IPsdConstructor constructor, ref GameObject lastParent) { if (startGroup) { string groupName = Utility.PinYinHelper.Convert(groupInfo.name); GameObject groupRoot = constructor.CreateGameObject(groupName, lastParent); constructor.HandleGroupOpen(groupRoot); lastParent = groupRoot; groupHeaders.Add(groupInfo, groupRoot); return; } // If not startGroup, closing group var header = groupHeaders[groupInfo].transform; if (header.parent != null) { constructor.HandleGroupClose(lastParent); lastParent = groupHeaders[groupInfo].transform.parent.gameObject; } else { lastParent = null; } }
private Rect DrawLayerGroupStart(PSDLayerGroupInfo groupInfo, int layerIndex, int indentLevel) { GUIStyle style = styleLayerNormal; if (selectedGroup != null && selectedGroup.ContainsLayer(layerIndex)) { style = styleLayerSelected; } EditorGUILayout.BeginHorizontal(style); // Draw group visibility toggle bool visToggle = EditorGUILayout.Toggle(groupInfo.visible, GUILayout.Width(colVisible)); float indentAmount = indentLevel * indentSize; GUILayout.Space(indentAmount); // Draw the layer group name GUIContent groupDisplay = new GUIContent() { image = icnFolder, text = groupInfo.name }; groupInfo.opened = EditorGUILayout.Foldout(groupInfo.opened, GUIContent.none); var foldoutRect = GUILayoutUtility.GetLastRect(); foldoutRect.xMin += 13f; foldoutRect.width = 250f; EditorGUI.LabelField(foldoutRect, groupDisplay); GUILayout.FlexibleSpace(); // Save the data into group info and file info groupInfo.visible = visToggle; fileInfo.LayerVisibility[layerIndex] = visToggle; EditorGUILayout.EndHorizontal(); Rect groupRect = GUILayoutUtility.GetLastRect(); return(groupRect); }
public static GameObject BuildPsdRoot(GameObject root, PsdExportSettings settings, PsdFileInfo fileInfo, SpriteAlignment align, IPsdConstructor constructor) { GameObject spriteObject = constructor.CreateGameObject(settings.Filename, root); spriteObject.name += "[name:_root_]"; LayerWordBinder.registWord(); PSDLayerGroupInfo rootGroup = new PSDLayerGroupInfo(settings.Filename, settings.Psd.Layers.Count - 1, true, true); rootGroup.start = 0; BuildPsd(spriteObject, rootGroup, settings, fileInfo, align, constructor); //bind gen flag bindGenFlags(spriteObject); return(spriteObject); }
public static void BuildPsd(GameObject root, PSDLayerGroupInfo group, PsdExportSettings settings, PsdFileInfo fileInfo, SpriteAlignment align, IPsdConstructor initConstructor) { // Run the export on non exported layers // PSDExporter.Export(settings, fileInfo, false); // Find all the layers being exported var exportLayers = PSDExporter.GetExportLayers(settings, fileInfo); // Stores the root object for each encountered group Dictionary <PSDLayerGroupInfo, GameObject> groupHeaders = new Dictionary <PSDLayerGroupInfo, GameObject>(); // Store the last parent, for traversal GameObject lastParent = root; GameObject rootBase = root; int groupVisibleMask = 1; int groupDepth = 0; // Loop through all the layers of the PSD file // backwards so they appear in the expected order // Going through all the layers, and not just the exported layers // so that the groups can be setup for (int i = group.end; i >= group.start; i--) { IPsdConstructor constructor = initConstructor; // Skip if layer is hidden if (fileInfo.LayerVisibility[i] == false) { continue; } var groupInfo = fileInfo.GetGroupByLayerIndex(i); bool inGroup = groupInfo != null; // Skip if layer belongs to a hidden group if (inGroup && groupInfo.visible == false) { continue; } // When inside a group... if (inGroup) { // Inverted because starting backwards bool startGroup = groupInfo.end == i; bool closeGroup = groupInfo.start == i; // Go up or down group depths if (startGroup) { groupDepth++; groupVisibleMask |= ((groupInfo.visible ? 1 : 0) << groupDepth); } if (closeGroup) { // Reset group visible flag when closing group groupVisibleMask &= ~(1 << groupDepth); groupDepth--; } // First, check if parents of this group is visible in the first place bool parentVisible = true; for (int parentMask = groupDepth - 1; parentMask > 0; parentMask--) { bool isVisible = (groupVisibleMask & (1 << parentMask)) > 0; parentVisible &= isVisible; } // Parents not visible, continue to next layer if (!parentVisible) { continue; } // Finally, check if layer being processed is start/end of group if (startGroup || closeGroup) { // If start or end of the group, call HandleGroupObject // which creates the group layer object and assignment of lastParent HandleGroupObject(groupInfo, groupHeaders, startGroup, constructor, ref lastParent); // A bunch of book keeping needs to be done at the start of a group if (startGroup) { // If this is the start of the group being constructed // store as the rootBase if (i == group.end) { rootBase = lastParent; } } // Start or end group doesn't have visible sprite object, skip to next layer continue; } } // End processing of group start/end // If got to here, processing a visual layer // Skip if the export layers list doesn't contain this index if (exportLayers.Contains(i) == false) { continue; } // If got here and root base hasn't been set, that's a problem if (rootBase == null) { throw new Exception("Trying to create image layer before root base has been set"); } // Get layer info Layer layer = settings.Psd.Layers[i]; if (layer.IsText) { constructor = new TextConstructor(); } constructor.layer = layer; // Create the game object for the sprite string layerName = Utility.PinYinHelper.Convert(layer.Name); GameObject spriteObject = constructor.CreateGameObject(layerName, lastParent); // Reparent created object to last parent if (lastParent != null) { spriteObject.transform.SetParent(lastParent.transform, false); } Vector2 spritePivot = GetPivot(SpriteAlignment.Center); if (layer.IsText) { constructor.AddComponents(i, spriteObject, null, null); } else { #if NGUI // Add components to the sprite object for the visuals constructor.AddComponents(i, spriteObject, null, null); #else // Retrieve sprite from asset database string sprPath = PSDExporter.GetLayerFilename(settings, i); Sprite sprite = AssetDatabase.LoadAssetAtPath <Sprite>(sprPath); // Get the pivot settings for the sprite TextureImporter sprImporter = (TextureImporter)AssetImporter.GetAtPath(sprPath); TextureImporterSettings sprSettings = new TextureImporterSettings(); sprImporter.ReadTextureSettings(sprSettings); sprImporter = null; // Add components to the sprite object for the visuals constructor.AddComponents(i, spriteObject, sprite, sprSettings); // Reposition the sprite object according to PSD position spritePivot = GetPivot(sprSettings); #endif } Vector3 layerPos = constructor.GetLayerPosition(layer.Rect, spritePivot, settings.PixelsToUnitSize); // reverse y axis layerPos.y = fileInfo.height - layerPos.y; layerPos -= new Vector3(fileInfo.width, fileInfo.height) * 0.5f; // Scaling factor, if sprites were scaled down float posScale = 1f; switch (settings.ScaleBy) { case 1: posScale = 0.5f; break; case 2: posScale = 0.25f; break; } layerPos *= posScale; // Sprite position is based on root object position initially Transform spriteT = spriteObject.transform; #if NGUI spriteT.localPosition = layerPos; #else RectTransform rectTrans = spriteObject.GetComponent <RectTransform>(); rectTrans.anchoredPosition3D = layerPos; #endif } // End layer loop parseComponent(root); } // End BuildPsd()