关于在沙雕unity中,以代码创建sprite

string sprite_path = "img/无标题";    //Application.dataPath + 
        Debug.Log(sprite_path);
        Texture2D texture = Resources.Load(sprite_path) as Texture2D;
        SpriteRenderer spriteRenderer = transform.GetComponent();
        Debug.Log("texture size:"+texture.width.ToString() + "\t" + texture.height.ToString());
        spriteRenderer.sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero);

需要注意的点:

1、使用Resources.Load时,读取的资源文件必须位于Assets下的Resources文件夹里。

2、资源文件不要写后缀名!

创建多个sprite的例子:

//需要attach到camera上,来获取坐标转换等组件
    void create_sprites()
    {
        transform.GetComponent().orthographicSize = (float)Screen.height / 2 / 100;
        string sprite_path = "img/无标题";
        Texture2D texture = Resources.Load(sprite_path) as Texture2D;
        Debug.Log("texture size:" + texture.width.ToString() + "," + texture.height.ToString());
        int offset = 0;
        for (int k = 0; k < 2; k++)
        {
            GameObject new_empty = new GameObject();
            new_empty.AddComponent();
            SpriteRenderer spr = new_empty.GetComponent();
            //纹理,图片的区域,图片的中心点的相对位置
            spr.sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero);
            //设置这个GameObject的位置(横向,纵向,高度)
            //从屏幕坐标进行转换。x轴从左到右,y轴从下到上
            Vector3 vec = transform.GetComponent().ScreenToWorldPoint(new Vector3(offset, 0, 10));
            new_empty.GetComponent().position = vec;
            offset += texture.width;
            
        }
        
    }

注意:

sprite的实际大小可能跟预计的像素大小不同。这是由于camera 的size设置不对导致的。需要根据屏幕高度计算,其中,100是默认的pixels to units单位

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