using UnityEngine; using System.Collections; using UnityEditor; using System.Collections.Generic; using System.IO; using System.Text; public class AtlasCreate { //用来保存图片中的设置信息 比如用RGBA32压缩格式等 public class TextureImporterSettings { public bool isReadable;//纹理信息在内存中是否可读 public TextureImporterFormat textureFormat;//纹理的格式 public TextureImporterSettings(bool isReadable, TextureImporterFormat textureFormat) { this.isReadable = isReadable; this.textureFormat = textureFormat; } } //用来保存单个图片的信息 public class SpriteInfo { public string name;//图片的名字 public Vector4 spriteBorder;//图片的包围盒(如果有的话) public Vector2 spritePivot;//图片包围盒中的中心轴(如果有的话) public float width; public float height; public SpriteInfo(string name, Vector4 border, Vector2 pivot, float w, float h) { this.name = name; spriteBorder = border; spritePivot = pivot; width = w; height = h; } } static float matAtlasSize = 2048;//最大图集尺寸 static float padding = 1;//每两个图片之间用多少像素来隔开 private static List<SpriteInfo> spriteList = new List<SpriteInfo>(); [MenuItem("Assets/AtlasCreate")] static public void Init() { string assetPath; //根据我们的选择来获取选中物体的信息 Object[] objs = Selection.GetFiltered(typeof(Texture), SelectionMode.DeepAssets); //判断图片命名的合法性 for (int i = 0; i < objs.Length; i++) { Object obj = objs[i]; if (obj.name.StartsWith(" ") || obj.name.EndsWith(" ")) { string newName = obj.name.TrimStart(' ').TrimEnd(' '); Debug.Log(string.Format("rename texture'name old name : {0}, new name {1}", obj.name, newName)); AssetDatabase.RenameAsset(AssetDatabase.GetAssetPath(obj), newName); } } Texture2D[] texs = new Texture2D[objs.Length];//用来保存objs中的物体 if (texs.Length <= 0) { Debug.Log("请先选择要合并的小图或小图的目录"); return; } for (var i = 0; i < objs.Length; i++) { texs[i] = objs[i] as Texture2D; assetPath = AssetDatabase.GetAssetPath(texs[i]); AssetDatabase.ImportAsset(assetPath);//重新把图片导入内存,理论上unity工程中的资源在用到的时候,Unity会自动导入到内存,但有的时候却没有自动导入,为了以防万一,我们手动导入一次 } //得到图片的设置信息 TextureImporterSettings[] originalSets = GatherSettings(texs); //根据我们的需求 设置图片的一些信息. for (int i = 0; i < texs.Length; i++) { SetupTexture(texs[i], true, TextureImporterFormat.RGBA32); } //最终打成的图集路径,包括名字 assetPath = "Assets/Atlas.png"; string outputPath = Application.dataPath + "/../" + assetPath; //主要的打图集代码 PackAndOutputSprites(texs, assetPath, outputPath); //打出图集后在Unity选中它 EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(assetPath, typeof(Texture))); } //得到图片的设置信息 static public TextureImporterSettings[] GatherSettings(Texture2D[] texs) { TextureImporterSettings[] sets = new TextureImporterSettings[texs.Length]; for (var i = 0; i < texs.Length; i++) { var tex = texs[i]; var assetPath = AssetDatabase.GetAssetPath(tex); TextureImporter imp = AssetImporter.GetAtPath(assetPath) as TextureImporter; sets[i] = new TextureImporterSettings(imp.isReadable, imp.textureFormat); //如果图片由包围盒的话 记录包围盒信息 if (imp.textureType == TextureImporterType.Sprite && imp.spriteBorder != Vector4.zero) { var spriteInfo = new SpriteInfo(tex.name, imp.spriteBorder, imp.spritePivot, tex.width, tex.height); spriteList.Add(spriteInfo); } } return sets; } //根据我们的需求 设置图片的一些信息. static public void SetupTexture(Texture2D tex, bool isReadable, TextureImporterFormat textureFormat) { var assetPath = AssetDatabase.GetAssetPath(tex); TextureImporter importer = AssetImporter.GetAtPath(assetPath) as TextureImporter; importer.isReadable = isReadable;//图片是否可读取它的内存信息 importer.textureFormat = textureFormat;//图片的格式 importer.mipmapEnabled = false;//是否生成mipmap文件 importer.npotScale = TextureImporterNPOTScale.None;//用于非二次幂纹理的缩放模式 importer.SaveAndReimport();//刷新图片 } static public void PackAndOutputSprites(Texture2D[] texs, string atlasAssetPath, string outputPath) { Texture2D atlas = new Texture2D(1, 1); Rect[] rs = atlas.PackTextures(texs, (int)padding, (int)matAtlasSize);//添加多个图片到一个图集中,返回值是每个图片在图集(大图片)中的U坐标等信息 // 把图集写入到磁盘文件,最终在磁盘上会有一个图片生成,这个图片包含了很多小图片 File.WriteAllBytes(outputPath, atlas.EncodeToPNG()); RefreshAsset(atlasAssetPath);//刷新图片 //记录图片的名字,只是用于输出日志用; StringBuilder names = new StringBuilder(); //SpriteMetaData结构可以让我们编辑图片的一些信息,想图片的name,包围盒border,在图集中的区域rect等 SpriteMetaData[] sheet = new SpriteMetaData[rs.Length]; for (var i = 0; i < sheet.Length; i++) { SpriteMetaData meta = new SpriteMetaData(); meta.name = texs[i].name; meta.rect = rs[i];//这里的rect记录的是单个图片在图集中的uv坐标值 //因为rect最终需要记录单个图片在大图片图集中所在的区域rect,所以我们做如下的处理 meta.rect.Set( meta.rect.x * atlas.width, meta.rect.y * atlas.height, meta.rect.width * atlas.width, meta.rect.height * atlas.height ); //如果图片有包围盒信息的话 var spriteInfo = GetSpriteMetaData(meta.name); if (spriteInfo != null) { meta.border = spriteInfo.spriteBorder; meta.pivot = spriteInfo.spritePivot; } sheet[i] = meta; //打印日志用 names.Append(meta.name); if (i < sheet.Length - 1) names.Append(","); } //设置图集的信息 TextureImporter imp = TextureImporter.GetAtPath(atlasAssetPath) as TextureImporter; imp.textureType = TextureImporterType.Sprite;//图集的类型 imp.textureFormat = TextureImporterFormat.AutomaticCompressed;//图集的格式 imp.spriteImportMode = SpriteImportMode.Multiple;//Multiple表示我们这个大图片(图集)中包含很多小图片 imp.mipmapEnabled = false;//是否开启mipmap imp.spritesheet = sheet;//设置图集中小图片的信息(每个图片所在的区域rect等) // 保存并刷新 imp.SaveAndReimport(); spriteList.Clear(); //输出日志 Debug.Log("Atlas create ok. " + names.ToString()); } //刷新图片 static public void RefreshAsset(string assetPath) { AssetDatabase.Refresh(); AssetDatabase.ImportAsset(assetPath); } //得到图片的信息 static public SpriteInfo GetSpriteMetaData(string texName) { for (int i = 0; i < spriteList.Count; i++) { if (spriteList[i].name == texName) { return spriteList[i]; } } //Debug.Log("Can not find texture metadata : " + texName); return null; } }
UGUI打图集