Unity 自定义导入时切割Sprite

时间:2023-12-12 14:05:32
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Xml;
using UnityEditor.Experimental.AssetImporters;
using UnityEditor.Experimental.U2D; public class SpriteSheetPostprocessor:AssetPostprocessor{ private void OnPreprocessAsset(){ } private void OnPreprocessTexture(){
string dataPath=Application.dataPath;
dataPath=dataPath.Substring(0,dataPath.LastIndexOf("/")+1); int dotIndex=assetPath.LastIndexOf('.');
string xmlPath=assetPath.Substring(0,dotIndex)+".xml";
xmlPath=dataPath+xmlPath; if(File.Exists(xmlPath)){ OnSpriteSheetProcess(xmlPath);
/*var texture=AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
if(texture){
Debug.Log("texture.height:"+texture.height);
OnSpriteSheetProcess(texture.height,xmlPath);
}else{
Debug.Log("null");
AssetDatabase.ImportAsset(assetPath);
}*/ }
} private void OnPostprocessTexture(Texture2D texture){ } private void OnSpriteSheetProcess(string xmlPath){
var doc=new XmlDocument();
doc.Load(xmlPath); var nodes=doc.DocumentElement.SelectNodes("SubTexture");
var spritesheet=new SpriteMetaData[nodes.Count];
float textureHeight=getTextureHeightWithXmlNodes(nodes); Vector2 pivot=new Vector2();
for(int i=0;i<nodes.Count;i++){
XmlElement ele=nodes[i] as XmlElement;
if(i==0){
pivot.x=float.Parse(ele.GetAttribute("pivotX"));
pivot.y=float.Parse(ele.GetAttribute("pivotY"));
}
string name=ele.GetAttribute("name");
float x=float.Parse(ele.GetAttribute("x"));
float y=float.Parse(ele.GetAttribute("y"));
float width=float.Parse(ele.GetAttribute("width"));
float height=float.Parse(ele.GetAttribute("height"));
float frameX=float.Parse(ele.GetAttribute("frameX"));
float frameY=float.Parse(ele.GetAttribute("frameY"));
float frameWidth=float.Parse(ele.GetAttribute("frameWidth"));
float frameHeight=float.Parse(ele.GetAttribute("frameHeight")); float poX=(frameWidth/2.0f+frameX)/width;
float poY=((frameHeight-pivot.y)-(frameHeight-height+frameY));
poY/=height; var spriteMetaData=new SpriteMetaData();
spriteMetaData.name=name;
spriteMetaData.alignment=(int)SpriteAlignment.Custom;
spriteMetaData.pivot=new Vector2(poX,poY);
spriteMetaData.rect=new Rect(x,-y+textureHeight-height,width,height);
spritesheet[i]=spriteMetaData;
//
}
var importer=assetImporter as TextureImporter;
importer.spriteImportMode=SpriteImportMode.Multiple;
importer.spritesheet=spritesheet; } private float getTextureHeightWithXmlNodes(XmlNodeList nodes){
float result=0;
float maxX=0;
float maxY=0;
for(int i=0;i<nodes.Count;i++){
XmlElement ele=nodes[i] as XmlElement;
float x=float.Parse(ele.GetAttribute("x"));
float y=float.Parse(ele.GetAttribute("y"));
float width=float.Parse(ele.GetAttribute("width"));
float height=float.Parse(ele.GetAttribute("height"));
float x1=x+width;
float y1=y+height;
if(x1>maxX)maxX=x1;
if(y1>maxY)maxY=y1;
}
float max=Mathf.Max(maxX,maxY);
//flash sprite sheet中,
//以竖向排列优先[占位高度大于某个(2的次方值)则马上放大图表高度缩小宽度进行排列),
//所以如果占位宽大于占位高图表的高度一定是大于占位宽的(2的次方值)]
int pow=5;//5~13
while(true){
float val=1<<pow;
pow++;
if(val>max){
result=val;
break;
}else if(pow>=13){
result=val;
break;
}
}
Debug2.Log("textureHeight:"+result,"maxX:"+maxX,"maxY:"+maxY);
return result;
} /*private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths){
foreach (string str in importedAssets){
if(str.EndsWith(".png")||str.EndsWith(".PNG")){
OnSpriteSheetPostprocess(str);
}
}
} private static void OnSpriteSheetPostprocess(string path){
string dataPath=Application.dataPath;
dataPath=dataPath.Substring(0,dataPath.LastIndexOf("/")+1); int dotIndex=path.LastIndexOf('.');
string xmlPath=path.Substring(0,dotIndex)+".xml";
xmlPath=dataPath+xmlPath; if(File.Exists(xmlPath)){
var doc=new XmlDocument();
doc.Load(xmlPath);
XmlElement firstEle=doc.DocumentElement.FirstChild as XmlElement;
var nodes=doc.DocumentElement.SelectNodes("SubTexture");
for(int i=0;i<nodes.Count;i++){
XmlElement ele=nodes[i] as XmlElement;
string name=ele.GetAttribute("name"); }
}
//
//parseAndExportXml(path);
Debug.Log("OnSpriteSheetPostprocess"); //var settings=new TextureGenerationSettings();
//var spriteImportData=new SpriteImportData();
//spriteImportData.rect=new Rect(0,0,50,50);
//settings.spriteImportData=new SpriteImportData[]{spriteImportData};
//TextureGenerator.GenerateTexture(settings,colorBuffer);
}*/
}