using System.IO;using UnityEngine;using UnityEditor;
public class TestSaveSprite{ [MenuItem("LLWH/SpriteSplit")] public static void SpriteSlice() { Texture2D image = Selection.activeObject as Texture2D; // 得到选中的图集 该图集事先已经被修改属性 string rootPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(image)); //文件所在的路径 string path = rootPath + "/" + image.name + ".PNG"; //Assets/Resources/UI/XXX.png TextureImporter texImp = AssetImporter.GetAtPath(path) as TextureImporter; AssetDatabase.CreateFolder(rootPath, image.name);
// 遍历图集中每一张小图,并使用文件IO写入到同级目录的文件夹中 foreach (SpriteMetaData metaData in texImp.spritesheet) { Texture2D myimage = new Texture2D((int)metaData.rect.width, (int)metaData.rect.height);
for (int y = (int)metaData.rect.y; y < metaData.rect.y + metaData.rect.height; y++) { 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)); } 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(rootPath + "/" + image.name + "/" + metaData.name + ".PNG", pngData); AssetDatabase.Refresh(); } } }
转载于:https://www.cnblogs.com/LLWH134/p/8043176.html