问题描述
我试图通过利用流媒体资源在我的 Unity 游戏中进行一定程度的修改.我可以导入单个精灵没问题,但我不确定如何将导入的流资产精灵设置为精灵模式:多个并将该精灵切成其子部分.
I am trying to allow a degree of modding in my Unity game by utilizing streaming assets. I can import a single sprite no problem, but I am not sure how to set an imported streaming assets sprite to Sprite Mode: Multiple and slice that sprite into its sub parts.
这是我现在用于导入的测试类:
Here is a test class I am using for the import right now:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using PixelsoftGames.Tools2D;
using System.IO;
public class Sandbox : MonoBehaviour
{
SpriteRenderer sRenderer = null;
private void Awake()
{
sRenderer = GetComponent<SpriteRenderer>();
}
private void Start()
{
DirectoryInfo directoryInfo = new DirectoryInfo(Application.streamingAssetsPath);
FileInfo[] allFiles = directoryInfo.GetFiles("*.*");
foreach(FileInfo file in allFiles)
if(file.Name.Contains("Laser"))
StartCoroutine("LoadSprite", file);
}
IEnumerator LoadSprite(FileInfo file)
{
if (file.Name.Contains("meta"))
yield break;
else
{
string fileWithoutExtension = Path.GetFileNameWithoutExtension(file.ToString());
string finalPath;
WWW localFile;
Texture2D texture;
finalPath = "file://" + file.ToString();
localFile = new WWW(finalPath);
Debug.Log(finalPath);
yield return localFile;
texture = localFile.texture;
texture.filterMode = FilterMode.Point;
Sprite sprite = Sprite.Create(texture as Texture2D, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f), 32f);
sRenderer.sprite = sprite;
}
}
}
推荐答案
您不能只是将 Sprite 表放在 StreamingAssets 文件夹中,然后期望在构建中直接访问它.由于 Sprite 表是 Unity 格式,您必须使用 Unity 的资源/资产 API 之一来访问它.有两种方法可以做到这一点:
You can't just drop a Sprite sheet in the StreamingAssets folder and expect to access it directly in a build. Since Sprite sheet is in Unity format, you have to use one of Unity's resources/asset API to access it. There are two ways to do this:
1.使用资源
API.这意味着您必须使用 Resources 文件夹而不是 StreamingAssets 文件夹.将 Sprite 图集放在 Resources 文件夹中,然后阅读如下:
1.With the Resources
API. This means you must use the Resources folder instead of the StreamingAssets folder. Put the Sprite atlas in the Resources folder then read as follow:
Sprite[] sprite = Resources.LoadAll<Sprite>("spriteFile") as Sprite[];
2.如果要使用 StreamingAssets 文件夹,则必须将 Sprite 表构建为 Assetbundle,然后使用 AssetBundle
API 在运行时读取它.AssetBundle.LoadAssetWithSubAssets
和 AssetBundle.LoadAssetWithSubAssetsAsync
(推荐)函数用于加载 Sprite 图集.
2.If you want to use the StreamingAssets folder, you must build the Sprite sheet as Assetbundle then use the AssetBundle
API read it during run-time. The AssetBundle.LoadAssetWithSubAssets
and AssetBundle.LoadAssetWithSubAssetsAsync
(Recommended) functions are used to load Sprite atlas.
这篇帖子展示了如何构建 AssetBundle.忽略加载部分,因为加载精灵图集与加载普通纹理不同.构建完成后,请参阅下文了解如何加载它.精灵图集存储在 loadedSprites
变量中:
This post shows how to build AssetBundle. Ignore the loading part because loading sprite atlas is different from loading a normal Texture. Once you build it, see below for how to load it. The sprite atlas is stored in the loadedSprites
variable:
public Image image;
string nameOfAssetBundle = "animals";
string nameOfObjectToLoad = "dog";
void Start()
{
StartCoroutine(LoadAsset(nameOfAssetBundle, nameOfObjectToLoad));
}
IEnumerator LoadAsset(string assetBundleName, string objectNameToLoad)
{
string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, "AssetBundles");
filePath = System.IO.Path.Combine(filePath, assetBundleName);
//Load "animals" AssetBundle
var assetBundleCreateRequest = AssetBundle.LoadFromFileAsync(filePath);
yield return assetBundleCreateRequest;
AssetBundle asseBundle = assetBundleCreateRequest.assetBundle;
//Load the "dog" Asset (Use Sprite since it's a Sprite. Use GameObject if prefab)
AssetBundleRequest asset = asseBundle.LoadAssetWithSubAssetsAsync<Sprite>(objectNameToLoad);
yield return asset;
//Retrive all the Object atlas and store them in loadedSprites Sprite
UnityEngine.Object[] loadedAsset = asset.allAssets as UnityEngine.Object[];
Sprite[] loadedSprites = new Sprite[loadedAsset.Length];
for (int i = 0; i < loadedSprites.Length; i++)
loadedSprites[i] = (Sprite)loadedAsset[i];
Debug.Log("Atlas Count: " + loadedSprites.Length);
for (int i = 0; i < loadedSprites.Length; i++)
{
Debug.LogWarning(loadedSprites[i].name);
//Do something with the loaded loadedAsset object (Load to Image component for example)
image.sprite = loadedSprites[i];
}
}
这篇关于通过流媒体资源加载 Spritesheet/Atlas的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!