unity 拆分图集并保证游戏对象引用不丢失插件
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());
}
}