Unity图集分割

mac2022-06-30  88

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

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