GetAssetPath() public static method

Gets the asset path of a object.
public static GetAssetPath ( Object obj ) : string
obj Object Object.
return string
示例#1
0
        /// <summary>
        /// Filters the resources for atlas import.
        /// </summary>
        /// <returns>The resources for atlas import.</returns>
        /// <param name="resources">Resources.</param>
        public static Object[] FilterResourcesForAtlasImport(Object[] resources)
        {
            List <Object> tempList = new List <Object>();

            foreach (Object resource in resources)
            {
                string resourcePath = SPTools.GetAssetPath(resource);

                // Check if this is a main asset and queue all it's sub assets
                if (SPTools.IsMainAsset(resource) && SPTools.HasSubAssets(resource))
                {
                    Object[] subAssets = SPTools.FilterResourcesForAtlasImport(SPTools.GetSubAssets(resource));

                    foreach (Object a in subAssets)
                    {
                        tempList.Add(a);
                    }
                }
                else if (resource is Texture2D || resource is Sprite)
                {
                    tempList.Add(resource);
                }
                else if (SPTools.IsDirectory(resourcePath))
                {
                    Object[] subAssets = SPTools.FilterResourcesForAtlasImport(SPTools.GetDirectoryAssets(resourcePath));

                    foreach (Object a in subAssets)
                    {
                        tempList.Add(a);
                    }
                }
            }

            return(tempList.ToArray());
        }
        /// <summary>
        /// Corrects the textures format.
        /// </summary>
        /// <param name="spriteInfoList">Sprite info list.</param>
        protected void CorrectTexturesFormat(List <SPSpriteInfo> spriteInfoList)
        {
            if (spriteInfoList == null || spriteInfoList.Count == 0)
            {
                return;
            }

            foreach (SPSpriteInfo spriteInfo in spriteInfoList)
            {
                Texture2D texture = null;

                // No source but present target sprite
                if (spriteInfo.source == null && spriteInfo.targetSprite != null)
                {
                    texture = spriteInfo.targetSprite.texture;
                }
                // Texture source
                else if (spriteInfo.source is Texture2D)
                {
                    texture = (spriteInfo.source as Texture2D);
                }
                // Sprite source
                else if (spriteInfo.source is Sprite)
                {
                    texture = (spriteInfo.source as Sprite).texture;
                }

                if (texture != null)
                {
                    // Make sure it's the correct format
                    if (texture.format != TextureFormat.ARGB32 &&
                        texture.format != TextureFormat.RGBA32 &&
                        texture.format != TextureFormat.BGRA32 &&
                        texture.format != TextureFormat.RGB24 &&
                        texture.format != TextureFormat.Alpha8 &&
                        texture.format != TextureFormat.DXT1 &&
                        texture.format != TextureFormat.DXT5)
                    {
                        // Get the texture asset path
                        string assetPath = SPTools.GetAssetPath(texture);

                        // Set new texture format
                        if (!SPTools.AssetSetFormat(assetPath, TextureImporterFormat.ARGB32))
                        {
                            Debug.LogWarning("Sprite Packer failed to set texture format ARGB32 on asset: " +
                                             assetPath);
                        }
                    }
                }
            }
        }
示例#3
0
        /// <summary>
        /// Loads a sprite from a texture.
        /// </summary>
        /// <returns>The sprite.</returns>
        /// <param name="mainTexture">Main texture.</param>
        /// <param name="name">Name.</param>
        public static Sprite LoadSprite(Texture2D mainTexture, string name)
        {
            string texturePath = SPTools.GetAssetPath(mainTexture);

            Object[] atlasAssets = AssetDatabase.LoadAllAssetsAtPath(texturePath);

            foreach (Object asset in atlasAssets)
            {
                if (AssetDatabase.IsSubAsset(asset) && asset.name == name)
                {
                    return(asset as Sprite);
                }
            }

            return(null);
        }
        /// <summary>
        /// Collects the source textures asset paths.
        /// </summary>
        /// <returns>The source texture asset paths.</returns>
        /// <param name="spriteInfoList">Sprite info list.</param>
        protected string[] CollectSourceTextureAssetPaths(List <SPSpriteInfo> spriteInfoList)
        {
            List <string> texturePaths = new List <string>();

            // Add the textures from the sprite info list into our textures list
            foreach (SPSpriteInfo spriteInfo in spriteInfoList)
            {
                string path = string.Empty;

                // No source but present target sprite
                if (spriteInfo.source == null && spriteInfo.targetSprite != null)
                {
                    path = SPTools.GetAssetPath(spriteInfo.targetSprite.texture);
                }
                // Texture source
                else if (spriteInfo.source is Texture2D)
                {
                    path = SPTools.GetAssetPath(spriteInfo.source as Texture2D);
                }
                // Sprite source
                else if (spriteInfo.source is Sprite)
                {
                    path = SPTools.GetAssetPath((spriteInfo.source as Sprite).texture);
                }

                if (!string.IsNullOrEmpty(path))
                {
                    if (!texturePaths.Contains(path))
                    {
                        texturePaths.Add(path);
                    }
                }
            }

            return(texturePaths.ToArray());
        }
示例#5
0
        /// <summary>
        /// Imports and configures atlas texture.
        /// </summary>
        /// <returns><c>true</c>, if import and configure atlas texture was successful, <c>false</c> otherwise.</returns>
        /// <param name="targetTexture">Target texture.</param>
        /// <param name="sourceTexture">Source texture.</param>
        /// <param name="uvs">Uvs.</param>
        /// <param name="names">Names.</param>
        /// <param name="defaultPivot">Default pivot.</param>
        /// <param name="defaultCustomPivot">Default custom pivot.</param>
        public static bool ImportAndConfigureAtlasTexture(Texture2D targetTexture, Texture2D sourceTexture, Rect[] uvs, SPSpriteImportData[] spritesImportData)
        {
            // Get the asset path
            string assetPath = SPTools.GetAssetPath(targetTexture);

            if (string.IsNullOrEmpty(assetPath))
            {
                Debug.LogError("Sprite Packer failed to Import and Configure the atlas texture, reason: Could not resolve asset path.");
                return(false);
            }

            // Clear the read-only flag in texture file attributes
            if (!SPTools.RemoveReadOnlyFlag(assetPath))
            {
                Debug.LogError("Sprite Packer failed to Import and Configure the atlas texture, reason: Could not remove the readonly flag from the asset.");
                return(false);
            }

            // Write the source texture data to the asset
            byte[] bytes = sourceTexture.EncodeToPNG();
            System.IO.File.WriteAllBytes(assetPath, bytes);
            bytes = null;

            // Get the asset texture importer
            TextureImporter texImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter;

            if (texImporter == null)
            {
                Debug.LogError("Sprite Packer failed to Import and Configure the atlas texture, reason: Could not get the texture importer for the asset.");
                return(false);
            }

            // Get the asset texture importer settings
            TextureImporterSettings texImporterSettings = new TextureImporterSettings();

            // Apply sprite type
            texImporter.textureType      = TextureImporterType.Sprite;
            texImporter.spriteImportMode = SpriteImportMode.Multiple;

            // Configure the spritesheet meta data
            SpriteMetaData[] spritesheetMeta = new SpriteMetaData[uvs.Length];
            for (int i = 0; i < uvs.Length; i++)
            {
                if (SPTools.HasSpritesheetMeta(texImporter.spritesheet, spritesImportData[i].name))
                {
                    SpriteMetaData currentMeta = SPTools.GetSpritesheetMeta(texImporter.spritesheet, spritesImportData[i].name);
                    Rect           currentRect = uvs[i];
                    currentRect.x      *= sourceTexture.width;
                    currentRect.width  *= sourceTexture.width;
                    currentRect.y      *= sourceTexture.height;
                    currentRect.height *= sourceTexture.height;
                    currentMeta.rect    = currentRect;
                    spritesheetMeta[i]  = currentMeta;
                }
                else
                {
                    SpriteMetaData currentMeta = new SpriteMetaData();
                    Rect           currentRect = uvs[i];
                    currentRect.x        *= sourceTexture.width;
                    currentRect.width    *= sourceTexture.width;
                    currentRect.y        *= sourceTexture.height;
                    currentRect.height   *= sourceTexture.height;
                    currentMeta.rect      = currentRect;
                    currentMeta.name      = spritesImportData[i].name;
                    currentMeta.alignment = (int)spritesImportData[i].alignment;
                    currentMeta.pivot     = spritesImportData[i].pivot;
                    currentMeta.border    = spritesImportData[i].border;
                    spritesheetMeta[i]    = currentMeta;
                }
            }
            texImporter.spritesheet = spritesheetMeta;

            // Read the texture importer settings
            texImporter.ReadTextureSettings(texImporterSettings);

            // Disable Read/Write
            texImporterSettings.readable = false;

            // Re-set the texture importer settings
            texImporter.SetTextureSettings(texImporterSettings);

            // Save and Reimport the asset
            AssetDatabase.SaveAssets();
            SPTools.DoAssetReimport(assetPath, ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport);

            // Return success
            return(true);
        }
示例#6
0
 /// <summary>
 /// Sets the texture asset Read/Write enabled state.
 /// </summary>
 /// <returns><c>true</c>, if set read write enabled was textured, <c>false</c> otherwise.</returns>
 /// <param name="texture">Texture.</param>
 /// <param name="enabled">If set to <c>true</c> enabled.</param>
 /// <param name="force">If set to <c>true</c> force.</param>
 public static bool TextureSetReadWriteEnabled(Texture2D texture, bool enabled, bool force)
 {
     return(SPTools.AssetSetReadWriteEnabled(SPTools.GetAssetPath(texture), enabled, force));
 }