这次需要将美术提供的Sprite图集切割导出,整体思路依然和上次的Sprite转prefab一致,只是在转prefab的逻辑修改为了创建Texture的逻辑。
过程很简单,直接看最终代码结果:
using System.IO;
using UnityEngine;
using UnityEditor;
using System.Linq; public class SpriteToSplit { /// <summary>
/// 切割Sprite导出单个对象
/// </summary>
[MenuItem("Assets/Create/SpriteSplit2Export", false, )]
public static void SpriteChildToExport()
{
for (int i = ; i < Selection.objects.Length; i++)
{
//获得选择对象路径;
string spritePath = AssetDatabase.GetAssetPath(Selection.objects[i]);
//所有子Sprite对象;
Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(spritePath).OfType<Sprite>().ToArray();
if (sprites.Length < )
{
EditorUtility.DisplayDialog("错误", "当前选择文件不是Sprite!", "确认");
Debug.LogError("Sorry,There is not find sprite!");
return;
}
string[] splitSpritePath = spritePath.Split(new char[] { '/' });
//文件夹路径 通过完整路径再去掉文件名称即可;
string fullFolderPath = Inset(spritePath, , splitSpritePath[splitSpritePath.Length - ].Length + ) + "/" + Selection.objects[i].name;
//同名文件夹;
string folderName = Selection.objects[i].name;
string adjFolderPath = InsetFromEnd(fullFolderPath, Selection.objects[i].name.Length + );
//验证路径;
if (!AssetDatabase.IsValidFolder(fullFolderPath))
{
AssetDatabase.CreateFolder(adjFolderPath, folderName);
} for (int j = ; j < sprites.Length; j++)
{ //进度条;
string pgTitle = (i + ).ToString() + "/" + Selection.objects.Length + " 开始导出Sprite";
string info = "当前Srpte: " + j + "->" + sprites[j].name;
float nowProgress = (float)j / (float)sprites.Length;
EditorUtility.DisplayProgressBar(pgTitle, info, nowProgress);
//创建Texture;
Sprite sprite = sprites[j];
Texture2D tex = new Texture2D((int)sprite.rect.width, (int)sprite.rect.height, sprite.texture.format, false);
tex.SetPixels(sprite.texture.GetPixels((int)sprite.rect.xMin, (int)sprite.rect.yMin,
(int)sprite.rect.width, (int)sprite.rect.height));
tex.Apply();
//判断保存路径;
string savePath = fullFolderPath + "/" + sprites[j].name + ".png";
//生成png;
File.WriteAllBytes(savePath,tex.EncodeToPNG());
}
//释放进度条;
EditorUtility.ClearProgressBar();
//刷新资源,不然导出后你以为没导出,还要手动刷新才能看到;
AssetDatabase.Refresh();
} } /// <summary>
/// 截取路径
/// </summary>
/// <param name="path"></param>
/// <param name="leftIn">左起点</param>
/// <param name="rightIn">右起点</param>
/// <returns></returns>
public static string Inset(string path, int leftIn, int rightIn)
{
return path.Substring(leftIn, path.Length - rightIn - leftIn);
} /// <summary>
/// 截取路径
/// </summary>
/// <param name="path"></param>
/// <param name="inset"></param>
/// <returns></returns>
public static string InsetFromEnd(string path, int inset)
{
return path.Substring(, path.Length - inset);
}
}
使用方法如下图: