Unity UGUI图集与TP打包结合

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前言

之前在没使用Lua框架的时候一直都在使用NGUI, Atlas图集其实用的很爽。
但是改到UGUI之后呢没有Atlas这个东西了,挺不习惯的。遂根据NGUI的形式写了这个工具

原理

我简单的说下UGUI动态更改sprite的方法,一般情况是在Reasouce里面加载图片然后转成sprite,然后改变Image的sprite,但是这样做其实很麻烦。而且结合TP打包图集也不是很好做,因为这样你需要LoadAll。
如果把TP的png放在Resouce里面也会产生*2的包大小,他会重新打包两边。

我的做法

相当于自己建立一个Atlas的工具类,然后用所有图片都是保存在prefab上,把prefab放在Resouce下。这样打包出来的体积也会小很多。
接下来就开始上代码咯
为了方便,我把从png转化为prefab的过程写了个插件。
ps:TP打包出来png图片必须是sprite格式。

using UnityEngine;
using System.Collections;
using UnityEditor;

public class UIAtalsEditor
{
    [MenuItem("Assets/Create/创建当前选中图集")]
    public static void CreateAtlasPrefab()
    {
        if(Selection.activeObject !=null)
        {
            string path = AssetDatabase.GetAssetPath(Selection.activeObject);
            TextureImporter importer =AssetImporter.GetAtPath(path) as TextureImporter;
            if(importer != null && importer.textureType ==TextureImporterType.Sprite &&importer.spriteImportMode == SpriteImportMode.Multiple)
            {
                UIAtals atlas = ScriptableObject.CreateInstance();
                object[] objs = AssetDatabase.LoadAllAssetsAtPath(path);
                atlas.spriteLists.Clear();
                foreach (object o in objs)
                {
                    if(o.GetType() == typeof(Texture2D))
                    {
                        atlas.mainText = o as Texture2D;
                    }
                    else if(o.GetType() == typeof (Sprite))
                    {
                        atlas.spriteLists.Add(o as Sprite);
                    }
                }
                AssetDatabase.CreateAsset(atlas, path.Replace(".png", "_Atlas.prefab"));
                AssetDatabase.Refresh();
            }
            else
            {
                Debug.Log("当前选中的不是图集图片");
            }
        }
    }
}


``` C#
using UnityEngine;
using System.Collections;
using UnityEditor;

[CustomEditor(typeof(UIAtals))]
public class UIAtlasInspector : Editor
{
    public override void OnInspectorGUI()
    {
        UIAtals atlas = target as UIAtals;
        atlas.mainText = EditorGUILayout.ObjectField("MainTextture", atlas.mainText, typeof(Texture2D)) as Texture2D;

        if (GUILayout.Button("刷新数据"))
        {
            if (atlas.mainText == null)
            {
                string path = EditorUtility.OpenFilePanel("选着一张图集", Application.dataPath, "png");
                if (!string.IsNullOrEmpty(path))
                {
                    atlas.mainText = AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) as Texture2D;
                }
            }
            if (atlas.mainText != null)
            {
                string path = AssetDatabase.GetAssetPath(atlas.mainText);
                TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;
                if (importer != null && importer.textureType == TextureImporterType.Sprite
                    && importer.spriteImportMode == SpriteImportMode.Multiple)
                {
                    Object[] objs = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(atlas.mainText));
                    atlas.spriteLists.Clear();
                    foreach (Object o in objs)
                    {
                        if (o.GetType() == typeof(Texture2D))
                        {
                            atlas.mainText = o as Texture2D;
                        }
                        else if (o.GetType() == typeof(Sprite))
                        {
                            atlas.spriteLists.Add(o as Sprite);
                        }
                    }
                }
                else
                {
                    atlas.mainText = null;
                }
            }
        }
        if (atlas.spriteLists.Count > 0)
        {
            foreach (Sprite s in atlas.spriteLists)
            {
                EditorGUILayout.ObjectField(s.name, s, typeof(Sprite));
            }
        }
    }
}

以上两个类都是编辑器类, 需要放在Editor特殊文件夹里面,放进去之后,对着打包好的tppng图片邮件,create就有创建当前这个选项了。
会在当前目录下 生成一个atlas,放入resouce.

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;

public class UIAtals : ScriptableObject
{

    public Texture2D mainText;

    public List spriteLists = new List();
    
    /// 
    /// 根据图片名称获取sprite
    /// 
    /// 图片名称
    /// 
    public Sprite GetSprite(string spritename)
    {
       return spriteLists.Find((Sprite s) => { return s.name == spritename; });
    }

    /// 
    /// 设置Image的Sprite
    /// 
    /// Image
    /// 图片名称
    public void SetSprite(ref Image im, string spritename)
    {

        if(im == null)
        {
            return;
        }
        Sprite sp = GetSprite(spritename);
        if(sp !=null)
        {
            im.overrideSprite = sp;
        }
        else
        {
            Debug.Log("图集没有对应的图片:"+ spritename);
        }
    }
}

这是一个图集管理类,其中有获取sprite 和 设置sprite的方法。

测试类如下:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;

public class DrawNote
{
    public static Dictionary atlasmanage = new Dictionary();


    /// 
    /// 设置滑动条宽度
    /// 
    /// 滑动条
    /// x坐标
    /// y坐标
    public static void SetContent(GameObject obj,int posx,int posy)
    {
        obj.gameObject.GetComponent().sizeDelta =new Vector2(posx,posy);
    }

    /// 
    /// 动态生成图片
    /// 
    /// 图片名称
    /// 
    public static Image LoadImage(Sprite sprite,Transform parenttrs,int posx ,int posy,float offsetX)
    {
        GameObject go = new GameObject(sprite.name);
        go.layer = LayerMask.NameToLayer("UI");
        go.transform.parent = parenttrs;
        Image image = go.AddComponent();
        image.sprite = sprite;
        image.rectTransform.pivot = new Vector2(0, 0);
        image.rectTransform.localPosition = new Vector3(posx+ offsetX, posy, 0);
        image.SetNativeSize();
        return image;
    }

    /// 
    /// 加载图集
    /// 
    /// 图集名称
    public static UIAtals LoadAtals(string atlasName)
    {
        UIAtals atlas = Resources.Load(atlasName);
        atlasmanage.Add(atlasName, atlas);
        return atlas;
    }

    /// 
    /// 生成note图片
    /// 
    /// Altas名称
    /// 精灵名称
    /// 父节点
    /// x坐标
    /// y坐标
    public static Image CreateImage(string atlasName,string spriteName,Transform parenttrs,string posx ,string posy ,float offsetX)
    {
        int iposx = int.Parse(posx);
        int iposy = int.Parse(posy);
        UIAtals atlas;
        if(!atlasmanage.ContainsKey(atlasName))
        {
            atlas=LoadAtals(atlasName);
        }
        else
        {
            atlas = atlasmanage[atlasName];
        }
        Image img=LoadImage(atlas.GetSprite(spriteName),parenttrs, iposx,iposy, offsetX);
        atlas.SetSprite(ref img, spriteName);
        img.raycastTarget = false;
        return img;
    }

    /// 
    /// 小节线图片生成
    /// 
    /// 图集名称
    /// 图片名称
    /// 父节点
    /// 坐标
    /// 偏移量
    /// 图片宽度
    /// 图片高度
    /// 
    public static Image CreateMeasure(string atlasName, string spriteName,Transform parenttrs, string posx, float offsetX, float wight, float height)
    {
        int iposx = int.Parse(posx);
        UIAtals atlas;
        if (!atlasmanage.ContainsKey(atlasName))
        {
            atlas = LoadAtals(atlasName);
        }
        else
        {
            atlas = atlasmanage[atlasName];
        }
        Sprite sprite = atlas.GetSprite(spriteName);

        GameObject go = new GameObject(sprite.name);
        go.layer = LayerMask.NameToLayer("UI");
        go.transform.parent = parenttrs;
        Image image = go.AddComponent();
        image.sprite = sprite;
        image.rectTransform.pivot = new Vector2(0, 0);
        image.rectTransform.localPosition = new Vector3(iposx + offsetX, 0, 0);
        image.SetNativeSize();
        image.rectTransform.sizeDelta = new Vector2(wight, height);
        return image;
    }
}

大家可以根据我这个测试类改,我是因为需要导入lua所以写的繁琐了一点,不过相信代码还是很清楚的。

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