Unity导出切割后的Sprite图片

假设有一张png/tga图集,导入到unity,放置目录"Assets/Resources/UI"(UI文件夹可替换成其他的,重要的是要在"Assets/Resources/"路径下),默认为如下设置:

Unity导出切割后的Sprite图片_第1张图片


为了可以使用Unity自带的精灵切割,要将纹理类型改成"Sprite","Sprite Mode"改成"Multiple","Format"改成"Truecolor",点击"Apply"按钮进行应用。

Unity导出切割后的Sprite图片_第2张图片


接着,点击"Sprite Editor"打开精灵编辑器,点击左上角的"Slice"按钮,弹出切片设置,再次点击里面的"Slice"按钮,就会自动对图片进行切割,如下图所示:

Unity导出切割后的Sprite图片_第3张图片


在对切割不完整的地方进行修正后,点击右上角的"Apply"按钮,进行保存。可以看到Project视图下这个图集,已经被分割出许多小图了,如下图所示:

Unity导出切割后的Sprite图片_第4张图片


接下来,因为要对图片进行读写操作,要更改图片的属性才能进行,否则会提示如下:

UnityException: Texture 'testUI' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings.

将图片纹理类型更改为"Advanced",将"Read/Write Enabled"属性进行打勾,如下图所示:

Unity导出切割后的Sprite图片_第5张图片


创建一个脚本文件,代码如下:

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using UnityEngine;
using UnityEditor;
 
public class TestSaveSprite
{
    [MenuItem("Tools/导出精灵")]
    static void SaveSprite()
    {
        string resourcesPath = "Assets/Resources/";
        foreach (Object obj in Selection.objects)
        {
            string selectionPath = AssetDatabase.GetAssetPath(obj);
 
            // 必须最上级是"Assets/Resources/"
            if (selectionPath.StartsWith(resourcesPath))
            {
                string selectionExt = System.IO.Path.GetExtension(selectionPath);
                if (selectionExt.Length == 0)
                {
                    continue;
                }
 
                // 从路径"Assets/Resources/UI/testUI.png"得到路径"UI/testUI"
                string loadPath = selectionPath.Remove(selectionPath.Length - selectionExt.Length);
                loadPath = loadPath.Substring(resourcesPath.Length);
 
                // 加载此文件下的所有资源
                Sprite[] sprites = Resources.LoadAll(loadPath);
                if (sprites.Length > 0)
                {
                    // 创建导出文件夹
                    string outPath = Application.dataPath + "/outSprite/" + loadPath;
                    System.IO.Directory.CreateDirectory(outPath);
 
                    foreach (Sprite sprite in sprites)
                    {
                        // 创建单独的纹理
                        Texture2D tex = new Texture2D((int)sprite.rect.width, (int)sprite.rect.height, sprite.texture.format, false);
                        tex.SetPixels(sprite.texture.GetPixels((int)sprite.rect.xMin, (int)sprite.rect.yMin,
                            (int)sprite.rect.width, (int)sprite.rect.height));
                        tex.Apply();
 
                        // 写入成PNG文件
                        System.IO.File.WriteAllBytes(outPath + "/" + sprite.name + ".png", tex.EncodeToPNG());
                    }
                    Debug.Log("SaveSprite to " + outPath);
                }
            }
        }
        Debug.Log("SaveSprite Finished");
    }
}


在Unity编辑器将会看到Tools菜单下多了"导出精灵"项,选中图集,然后点击"导出精灵"菜单项,即可导出子图成功。如下图所示:

Unity导出切割后的Sprite图片_第6张图片


Unity导出切割后的Sprite图片_第7张图片

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2015-9-2 10:56 上传



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