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unity 拆分图集并保证游戏对象引用不丢失插件

2019-01-26  本文已影响9人  齊葩

unity 拆分图集并保证游戏对象引用不丢失插件
Unity splits the image collection and guarantees that the game object reference does not lose the plugin

1:先把大图拆分成小图。
1: First split the large image into small images.
2:把游戏对象的引用定位到新拆分的小图。
2: Position the reference of the game object to the newly split small image.
3:手动删除大图(你也可以不删)
3: Manually delete large images (you can also not delete large images)

把下面两个脚本放到Editor 文件夹中
Put the following two scripts in the Editor folder

这个是拆分大图的脚本。psd文件会出现bug,我没找到原因。如果你们知道原因,请告诉我,谢谢。
This is a script that splits large images. The psd file will have a bug, I didn't find the reason. If you know the reason, please let me know, thank you.

选择你要拆分的图集,然后执行QP->SplitAtlas
Select the collection of images you want to split and execute QP->SplitAtlas

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
[ExecuteInEditMode]
public class SplitAtlas 
{
    [MenuItem("QP/SplitAtlas")]
    public static void SpriteSlices()
    {
        var selectedGameObjects = Selection.GetFiltered(typeof(Texture2D), SelectionMode.Editable | SelectionMode.TopLevel);
        foreach (Texture2D obj in selectedGameObjects)
        {
            SpriteSlice(obj);
        }
        Debug.Log("SplitAtlas....OK");
    }
    public static void SpriteSlice(Texture2D image)
    {
        string rootPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(image));//获取路径名称  
        string path = AssetDatabase.GetAssetPath(image);//图片路径名称  
        
        TextureImporter texImp = AssetImporter.GetAtPath(path) as TextureImporter;//获取图片入口  
        bool oldIsRead = texImp.isReadable;
        
        if(oldIsRead == false)
        {
            texImp.isReadable = true;
            AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
        }

        if (!Directory.Exists(rootPath + "/QPSplitAtlasOut" + image.name))
        {
            AssetDatabase.CreateFolder(rootPath, "QPSplitAtlasOut" + image.name);//创建文件夹  
        }

        foreach (SpriteMetaData metaData in texImp.spritesheet)//遍历小图集  
        {
            string filePath = rootPath + "/QPSplitAtlasOut" + image.name + "/" + metaData.name + ".png";
            if (File.Exists(filePath))
            {
                SpriteDataCopy(metaData, filePath, texImp);

                Debug.Log("文件已存在"+filePath);
                continue;
            }
            Texture2D myimage = new Texture2D((int)metaData.rect.width, (int)metaData.rect.height);

            //abc_0:(x:2.00, y:400.00, width:103.00, height:112.00)  
            for (int y = (int)metaData.rect.y; y < metaData.rect.y + metaData.rect.height; y++)//Y轴像素  
            {
                for (int x = (int)metaData.rect.x; x < metaData.rect.x + metaData.rect.width; x++)
                    myimage.SetPixel(x - (int)metaData.rect.x, y - (int)metaData.rect.y, image.GetPixel(x, y));
            }

            //转换纹理到EncodeToPNG兼容格式  
            if (myimage.format != TextureFormat.ARGB32 && myimage.format != TextureFormat.RGB24)
            {
                Texture2D newTexture = new Texture2D(myimage.width, myimage.height);
                newTexture.SetPixels(myimage.GetPixels(0), 0);
                myimage = newTexture;
            }
            var pngData = myimage.EncodeToPNG();
            File.WriteAllBytes(filePath, pngData);
            // 刷新资源窗口界面  
            AssetDatabase.Refresh();

            SpriteDataCopy(metaData, filePath, texImp);
        }
        if (oldIsRead == false)
        {
            texImp.isReadable = false;
            AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
        }
    }
    //这个是复制sprite原有属性的。可能不全面
    static void SpriteDataCopy(SpriteMetaData metaData,string path, TextureImporter rootTexture)
    {
        TextureImporter texImp3 = AssetImporter.GetAtPath(path) as TextureImporter;
        TextureImporterSettings texSettings = new TextureImporterSettings();
        texImp3.ReadTextureSettings(texSettings);
        texSettings.spriteAlignment = metaData.alignment;
        texSettings.spriteBorder = metaData.border;
        texSettings.spritePivot = metaData.pivot;
        texSettings.spritePixelsPerUnit = rootTexture.spritePixelsPerUnit;
        texImp3.SetTextureSettings(texSettings);
        AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
    }
}
    

这个是重新定向游戏对象引用的脚本。
This is a script that redirects game object references.

选择你要定向的对象(你也可以打开游戏场景,按Control+A全选对象),然后执行QP->Split Atlas re-locate
Select the object you want to target (** you can also open the game scene, press Control+A to select all objects**), then execute QP->Split Atlas re-locate

using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.VersionControl;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 检查GameObject上的Image组件是否引用了丢失的精灵资源。
/// </summary>
public class SplitAtlasReLocate 
{

    [MenuItem("QP/Split Atlas re-locate")]
    static void CheckMissing()
    {
        var selectedGameObjects = Selection.GetFiltered(typeof(GameObject), SelectionMode.TopLevel);
        
        if (selectedGameObjects.Length <= 0)
        {
            Debug.LogError("请先选择GameObject,再执行此导出指令。");
            return;
        }
            
        foreach (GameObject rootGameObject in selectedGameObjects)
        {
            bool includeInactive = true;
            SpriteRenderer[] allImages = rootGameObject.GetComponentsInChildren<SpriteRenderer>(includeInactive);
            //int missingCount = 0;
            for (int i = 0; i < allImages.Length; i++)
            {
                var image = allImages[i];
                Sprite sprite = image.sprite;
                if (!ReferenceEquals(sprite, null))
                {
                    if (sprite != null)
                    {
                        string spName = sprite.name;
                        string spPath = AssetDatabase.GetAssetPath(sprite);
                        string rootPath = Path.GetDirectoryName(spPath) + "/QPSplitAtlasOut" + Path.GetFileNameWithoutExtension(spPath);
                        if (Directory.Exists(rootPath))
                        {
                            Undo.RecordObject(image, "re-locate sprte");
                            image.sprite = AssetDatabase.LoadAssetAtPath<Sprite>(rootPath + "/" + sprite.name + ".png");
                            if (rootGameObject.scene.rootCount == 0)
                            {
                                AssetDatabase.SaveAssets();
                            }
                        }
                    }
                }
            }
        }
        
        Debug.Log("SplitAtlasReLocate...OK");
    }

    /// <summary>
    /// 获取<paramref name="node"/>节点相对<paramref name="root"/>的路径
    /// </summary>
    /// <param name="root">根节点</param>
    /// <param name="node">目标节点</param>
    /// <returns>返回路径</returns>
    public static string GetPath(Transform root, Transform node)
    {
        List<string> names = new List<string>();
        while (node != null && node != root)
        {
            names.Add(node.name);
            node = node.parent;
        }

        if (node == null)
        {
            throw new Exception("目标节点不是根节点的子物体!");
        }

        names.Add(root.name);

        names.Reverse();
        return string.Join("/", names.ToArray());
    }
}

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