public static void ExportAtlasSafe(String outputDirectory, UIAtlas atlas) { try { if (Directory.Exists(outputDirectory)) { Log.Warning("[GraphicResourceExporter] Export was skipped bacause a directory already exists: [{0}].", outputDirectory); return; } String outputPath = outputDirectory + ".png"; if (File.Exists(outputPath)) { Log.Warning("[GraphicResourceExporter] Export was skipped bacause a file already exists: [{0}].", outputPath); return; } Directory.CreateDirectory(outputDirectory); Texture2D texture = TextureHelper.CopyAsReadable(atlas.texture); TextureHelper.WriteTextureToFile(texture, outputPath); foreach (UISpriteData sprite in atlas.spriteList) { Texture2D fragment = TextureHelper.GetFragment(texture, sprite.x, texture.height - sprite.y - sprite.height, sprite.width, sprite.height); TextureHelper.WriteTextureToFile(fragment, Path.Combine(outputDirectory, sprite.name + ".png")); } } catch (Exception ex) { Log.Error(ex, "[GraphicResourceExporter] Failed to export atlas [{0}].", atlas.name); } }
private static void ExportMapSafe(String mapName) { try { String relativePath = FieldMap.GetMapResourcePath(mapName); String outputDirectory = Path.Combine(Configuration.Export.Path, relativePath); String outputPath = outputDirectory + "Atlas.png"; if (File.Exists(outputPath)) { Log.Warning($"[FieldSceneExporter] Export was skipped bacause a file already exists: [{outputPath}]."); return; } Log.Message("[FieldSceneExporter] Exporting [{0}]...", mapName); BGSCENE_DEF scene = new BGSCENE_DEF(true); scene.LoadEBG(null, relativePath, mapName); String directoryPath = Path.GetDirectoryName(outputPath); if (directoryPath != null) { Directory.CreateDirectory(directoryPath); } TextureHelper.WriteTextureToFile(TextureHelper.CopyAsReadable(scene.atlas), outputPath); Log.Message("[FieldSceneExporter] Exporting completed successfully."); } catch (Exception ex) { Log.Error(ex, "[FieldSceneExporter] Failed to export map [{0}].", mapName); } }
private static void ExportOverlayTest(BGOVERLAY_DEF overlay, Texture2D atlas, String outputPath, BGSCENE_DEF scene, PsdFile psd) { Int32 factor = (Int32)scene.SPRITE_W / 16; Log.Message($"Transform: {overlay.transform?.name}, Factor: {factor}"); Log.Message($"SPRITE_H: {scene.SPRITE_H:D2} SPRITE_W {scene.SPRITE_W:D2}"); if (overlay.spriteList.Count < 1) { Log.Message("Overlay is empty."); return; } Layer layer = new Layer(psd); psd.Layers.Add(layer); Int32 textureWidth = (Int32)(overlay.spriteList.Max(s => s.offX * factor) + scene.SPRITE_W); Int32 textureHeight = (Int32)(overlay.spriteList.Max(s => s.offY * factor) + scene.SPRITE_H); Texture2D result = new Texture2D(textureWidth, textureHeight, TextureFormat.ARGB32, false); //Log.Message("depth;h;w;u;v;offX;offY;oriData;pad;res;startOffset;texX;texY;trans;localPosition;name"); Channel r = new Channel(0, layer); Channel g = new Channel(1, layer); Channel b = new Channel(2, layer); Channel a = new Channel(-1, layer); layer.Channels.Add(r); layer.Channels.Add(g); layer.Channels.Add(b); layer.Channels.Add(a); Int32 channelSize = textureWidth * textureHeight; r.Length = channelSize; g.Length = channelSize; b.Length = channelSize; a.Length = channelSize; r.ImageData = new Byte[channelSize]; g.ImageData = new Byte[channelSize]; b.ImageData = new Byte[channelSize]; a.ImageData = new Byte[channelSize]; foreach (BGSPRITE_LOC_DEF s in overlay.spriteList) { //Log.Message($"{s.depth};{s.h};{s.w};{s.u};{s.v};{s.offX};{s.offY};{s.oriData};{s.pad};{s.res};{s.startOffset};{s.texX};{s.texY};{s.trans};{s.transform?.localPosition};{s.transform?.name}"); Int32 w = (Int32)scene.SPRITE_W; Int32 h = (Int32)scene.SPRITE_H; Int32 sx = s.atlasX; Int32 sy = (Int32)(scene.ATLAS_H - s.atlasY + 1 * factor - scene.SPRITE_H); Color[] pixels = atlas.GetPixels(sx, sy, w, h); Int32 tx = s.offX * factor; Int32 ty = textureHeight - s.offY * factor; result.SetPixels(tx, ty, w, h, pixels); for (Int32 y = 0; y < h; y++) { for (Int32 x = 0; x < w; x++) { Int32 sourceOffset = (h - y - 1) * w + x; Int32 targetOffset = (s.offY * factor + y) * textureWidth + tx + x; Color color = pixels[sourceOffset]; r.ImageData[targetOffset] = (Byte)(color.r * 255); g.ImageData[targetOffset] = (Byte)(color.g * 255); b.ImageData[targetOffset] = (Byte)(color.b * 255); a.ImageData[targetOffset] = (Byte)(color.a * 255); } } //result.ReadPixels(new Rect(s.atlasX, s.atlasY, scene.SPRITE_W, scene.SPRITE_H), s.offX * factor, textureHeight - s.offY * factor); } TextureHelper.WriteTextureToFile(result, outputPath); layer.Name = Path.GetFileNameWithoutExtension(outputPath); layer.Opacity = 255; layer.Rect = new System.Drawing.Rectangle(overlay.curX * factor, overlay.curY * factor, textureWidth, textureHeight); layer.Masks = new MaskInfo(); layer.BlendingRangesData = new BlendingRanges(layer); layer.CreateMissingChannels(); }