public class TexturePackBuilder : Editor
{
[MenuItem(“SpritesPacker/打包TexturePack”)]
public static void BuildTexturePacker()
{
//选择并设置TP命令行的参数和参数值
string commandText = ” –sheet {0}.png –data {1}.xml –format sparrow –trim-mode Trim –pack-mode Best –algorithm MaxRects –max-size 2048 –size-constraints POT –disable-rotation –scale 1 {2}”;
StringBuilder sb = new StringBuilder(“”);
UnityEngine.Object[] paths = Selection.objects;
if (paths.Length == 0)
{
return;
}
string folderName = “”;
for (int j = 0; j < paths.Length; j++)
{
string filePath = AssetDatabase.GetAssetPath(paths[j]);
filePath = Application.dataPath.Replace(“Assets”, “”) + filePath;
string extenstion = Path.GetExtension(filePath);
folderName = Path.GetDirectoryName(filePath);
if (extenstion == “.png” || extenstion == “.jpg”)
{
sb.Append(filePath);
sb.Append(” “);
}
}
string[] pathItemArr = folderName.Split(‘/’);
folderName += “/” + pathItemArr[pathItemArr.Length - 1] + “_Altas”;
//执行命令行
processCommand(“C:\Program Files (x86)\CodeAndWeb\TexturePacker\bin\TexturePacker.exe”, string.Format(commandText, folderName, folderName, sb.ToString()));
AssetDatabase.Refresh();
}
private static void processCommand(string command, string argument)
{
ProcessStartInfo start = new ProcessStartInfo(command);
start.Arguments = argument;
start.CreateNoWindow = false;
start.ErrorDialog = true;
start.UseShellExecute = false;
if (start.UseShellExecute)
{
start.RedirectStandardOutput = false;
start.RedirectStandardError = false;
start.RedirectStandardInput = false;
}
else
{
start.RedirectStandardOutput = true;
start.RedirectStandardError = true;
start.RedirectStandardInput = true;
start.StandardOutputEncoding = System.Text.UTF8Encoding.UTF8;
start.StandardErrorEncoding = System.Text.UTF8Encoding.UTF8;
}
Process p = Process.Start(start);
if (!start.UseShellExecute)
{
UnityEngine.Debug.Log(p.StandardOutput.ReadToEnd());
UnityEngine.Debug.Log(p.StandardError.ReadToEnd());
}
p.WaitForExit();
p.Close();
}
[MenuItem("SpritesPacker/拆分TexturePacker")]
public static void SplitTexturePacker()
{
string sheetPath = AssetDatabase.GetAssetPath(Selection.objects[0]);
Dictionary<string, Vector4> tIpterMap = new Dictionary<string, Vector4>();
AssetDatabase.Refresh();
FileStream fs = new FileStream(sheetPath.Replace(".png", ".xml"), FileMode.Open);
StreamReader sr = new StreamReader(fs);
string jText = sr.ReadToEnd();
fs.Close();
sr.Close();
XmlDocument xml = new XmlDocument();
xml.LoadXml(jText);
XmlNodeList elemList = xml.GetElementsByTagName("SubTexture");
WriteMeta(elemList, sheetPath, tIpterMap);
AssetDatabase.Refresh();
}
[MenuItem("SpritesPacker/拆分_Jpg_TexturePacker")]
public static void SplitJpgTexturePacker()
{
string sheetPath = AssetDatabase.GetAssetPath(Selection.objects[0]);
Dictionary<string, Vector4> tIpterMap = new Dictionary<string, Vector4>();
AssetDatabase.Refresh();
FileStream fs = new FileStream(sheetPath.Replace("_RGB.jpg", ".xml"), FileMode.Open);
StreamReader sr = new StreamReader(fs);
string jText = sr.ReadToEnd();
fs.Close();
sr.Close();
XmlDocument xml = new XmlDocument();
xml.LoadXml(jText);
XmlNodeList elemList = xml.GetElementsByTagName("SubTexture");
WriteMeta(elemList, sheetPath, tIpterMap);
AssetDatabase.Refresh();
}
[MenuItem("SpritesPacker/拆分_Alpha_TexturePacker")]
public static void SplitAlphaTexturePacker()
{
string sheetPath = AssetDatabase.GetAssetPath(Selection.objects[0]);
Dictionary<string, Vector4> tIpterMap = new Dictionary<string, Vector4>();
AssetDatabase.Refresh();
FileStream fs = new FileStream(sheetPath.Replace("_Alpha.jpg", ".xml"), FileMode.Open);
StreamReader sr = new StreamReader(fs);
string jText = sr.ReadToEnd();
fs.Close();
sr.Close();
XmlDocument xml = new XmlDocument();
xml.LoadXml(jText);
XmlNodeList elemList = xml.GetElementsByTagName("SubTexture");
WriteMeta(elemList, sheetPath, tIpterMap);
AssetDatabase.Refresh();
}
/// <summary>
/// 写信息到SpritesSheet里
/// </summary>
static void WriteMeta(XmlNodeList elemList, string sheetPath, Dictionary<string, Vector4> borders)
{
Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(sheetPath);
string impPath = AssetDatabase.GetAssetPath(texture);
TextureImporter asetImp = TextureImporter.GetAtPath(impPath) as TextureImporter;
for (int i = 0; i < asetImp.spritesheet.Length; i++)
{
//如果这张图集已经拉好了9宫格,需要先保存起来
if (asetImp.spritesheet[i].border.x != 0 || asetImp.spritesheet[i].border.y != 0 || asetImp.spritesheet[i].border.z != 0 || asetImp.spritesheet[i].border.w != 0)
{
borders.Add(asetImp.spritesheet[i].name, asetImp.spritesheet[i].border);
}
}
SpriteMetaData[] metaData = new SpriteMetaData[elemList.Count];
for (int i = 0, size = elemList.Count; i < size; i++)
{
XmlElement node = (XmlElement)elemList.Item(i);
Rect rect = new Rect();
rect.x = int.Parse(node.GetAttribute("x"));
rect.y = texture.height - int.Parse(node.GetAttribute("y")) - int.Parse(node.GetAttribute("height"));
rect.width = int.Parse(node.GetAttribute("width"));
rect.height = int.Parse(node.GetAttribute("height"));
metaData[i].rect = rect;
metaData[i].pivot = new Vector2(0.5f, 0.5f);
metaData[i].name = node.GetAttribute("name");
if (borders.ContainsKey(metaData[i].name))
{
metaData[i].border = borders[metaData[i].name];
}
}
asetImp.spritesheet = metaData;
asetImp.textureType = TextureImporterType.Sprite;
asetImp.spriteImportMode = SpriteImportMode.Multiple;
asetImp.mipmapEnabled = false;
asetImp.SaveAndReimport();
}
static string GetAssetPath(string path)
{
string[] seperator = { "Assets" };
string p = "Assets" + path.Split(seperator, StringSplitOptions.RemoveEmptyEntries)[1];
return p;
}
}
internal class TextureIpter
{
public string spriteName = “”;
public Vector4 border = new Vector4();
public TextureIpter() { }
public TextureIpter(string spriteName, Vector4 border)
{
this.spriteName = spriteName;
this.border = border;
}
}