UGUI图集优化

1991参考链接:

http://www.xuanyusong.com/archives/3304

http://www.xuanyusong.com/archives/3315

Sprite Packer的使用:

http://liweizhaolili.blog.163.com/blog/static/1623074420131151303310/

关键点:

1.在unity5中,Statistics面板中的Batches即为drawcall。并且,新建一个空场景,drawcall的初始值为2,所以一般drawcall的计算要从2开始

2.在导入图片时,最好就是一个图集对应一个文件夹,文件夹的名字即为图集的名字


UGUI图集优化_第1张图片

[csharp]view plaincopy

usingUnityEngine;

usingUnityEditor;

usingSystem.IO;

publicclassAutoSetPackingTag : AssetPostprocessor {

voidOnPostprocessTexture(Texture2D texture)

{

stringatlasName =newDirectoryInfo(Path.GetDirectoryName(assetPath)).Name;

TextureImporter textureImporter = assetImporterasTextureImporter;

textureImporter.textureType = TextureImporterType.Sprite;

textureImporter.spritePackingTag = atlasName;

textureImporter.mipmapEnabled =false;

}

}

3.需要打包成图集的图片不能放在Resources文件夹内,也就是说,我们无法通过Resources.Load的方式加载图片。对此,有两种解决方法:

a.将图片保存到prefab中,prefab放到Resources文件夹内。不过当需要加载的图片比较多时,这种方法就比较麻烦。可以使用ScriptableObject把图片序列化保存,这样会比较方便一些

[csharp]view plaincopy

usingUnityEngine;

usingSystem.Collections.Generic;

usingSystem.IO;

usingUnityEditor;

publicclassSpriteScriptableObject : ScriptableObject {

publicList list =newList();

//字典无法被序列化

publicDictionary nameSpriteDir =newDictionary();

publicvoidReadData(stringdataDir)

{

list =newList();

string[] filePaths = Directory.GetFiles(dataDir);

foreach(stringsinfilePaths)

{

if(!s.EndsWith(".meta"))

{

Sprite sprite = AssetDatabase.LoadAssetAtPath(s);

list.Add(sprite);

Debug.Log(sprite.name);

}

}

}

publicvoidInit()

{

for(inti = 0; i < list.Count; i++)

{

nameSpriteDir.Add(list[i].name, list[i]);

}

}

}

[csharp]view plaincopy

usingUnityEngine;

usingSystem.Collections;

usingUnityEditor;

usingSystem.IO;

usingSystem.Reflection;

usingSystem;

publicenumScriptableObjectType

{

SpriteScriptableObject,

}

publicclassCreateScriptableObject : EditorWindow {

staticstringdataDir;

staticstringoutputDir ="Assets/";

staticstringname;

staticScriptableObjectType scriptableObjectType;

[MenuItem("Window/CreateScriptableObject")]

staticvoidInit()

{

EditorWindow.GetWindow(typeof(CreateScriptableObject));

}

voidOnGUI()

{

EditorGUILayout.BeginHorizontal();

dataDir = EditorGUILayout.TextField("数据目录", dataDir);

if(GUILayout.Button("拾取路径")) dataDir = AssetDatabase.GetAssetPath(Selection.objects[0]);

EditorGUILayout.EndHorizontal();

EditorGUILayout.BeginHorizontal();

outputDir = EditorGUILayout.TextField("输出目录", outputDir);

if(GUILayout.Button("拾取路径")) outputDir = AssetDatabase.GetAssetPath(Selection.objects[0]);

EditorGUILayout.EndHorizontal();

name = EditorGUILayout.TextField("名字", name);

scriptableObjectType = (ScriptableObjectType)EditorGUILayout.EnumPopup("类型", scriptableObjectType);

if(GUILayout.Button("输出"))

{

//Type.GetType对于继承UnityEngine.Object的类会返回空

//string className = scriptableObjectType.ToString();

//Debug.Log(className);

//Type t = Type.GetType(className);

//if (t == null) Debug.Log("null");

switch(scriptableObjectType)

{

caseScriptableObjectType.SpriteScriptableObject :

SpriteScriptableObject so = ScriptableObject.CreateInstance();

so.ReadData(dataDir);

AssetDatabase.CreateAsset(so, outputDir + name +".asset");

break;

default:

break;

}

AssetDatabase.Refresh();

}

}

}

UGUI图集优化_第2张图片

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usingUnityEngine;

usingSystem.Collections;

usingSystem.Collections.Generic;

usingUnityEngine.UI;

publicclassNewBehaviourScript1 : MonoBehaviour {

publicImage[] images;

// Use this for initialization

voidStart ()

{

SpriteScriptableObject sso = Resources.Load("2");

sso.Init();

Debug.Log(sso.list.Count);

Debug.Log(sso.nameSpriteDir.Count);

images[0].sprite = sso.nameSpriteDir["a"];

images[1].sprite = sso.nameSpriteDir["b"];

images[2].sprite = sso.nameSpriteDir["c"];

}

}

b.使用AB包的形式。将同一个图集的小图的AB包名字设置为相同的,即可将这些小图打包到同一个AB包中

[csharp]view plaincopy

usingUnityEngine;

usingSystem.Collections;

usingUnityEngine.UI;

publicclassNewBehaviourScript : MonoBehaviour {

publicImage[] images;

// Use this for initialization

voidStart ()

{

AssetbBundleManager.Instance.Load(@"file:///"+ Application.dataPath +"/AB/","2.unity3d",

(ab, name) =>

{

Sprite a = AssetbBundleManager.Instance.GetAsset(ab,"a");

images[0].sprite = a;

Sprite b = AssetbBundleManager.Instance.GetAsset(ab,"b");

images[1].sprite = b;

Sprite c = AssetbBundleManager.Instance.GetAsset(ab,"c");

images[2].sprite = c;

});

}

}

4.图集占内存的计算:对于一张1024*1024的RGBA图集,占4M内存(1024*1024*4)

5.如果把带透明通道和不带透明通道的小图打包到同一图集,unity会把它分成两组

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