[Unity基础]将sprite导出为texture

原文链接:

http://www.manew.com/thread-42456-1-1.html


1.将图集放置到Asset/Resources下,切割图集

2.

using UnityEngine;
using UnityEditor;
using System.IO;

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);

            if (selectionPath.StartsWith(resourcesPath))
            {
                //返回扩展名,例如返回.png
                string selectionExt = System.IO.Path.GetExtension(selectionPath);
                if (selectionExt.Length == 0) continue;

                //除去扩展名,从路径"Assets/Resources/UI/testUI.png"得到路径"Assets/Resources/UI/testUI"
                string loadPath = selectionPath.Remove(selectionPath.Length - selectionExt.Length);
                //除去""Assets/Resources/",从路径"Assets/Resources/UI/testUI"得到路径"UI/testUI"
                loadPath = loadPath.Substring(resourcesPath.Length);

                TextureImporter importer = AssetImporter.GetAtPath(selectionPath) as TextureImporter;
                importer.textureType = TextureImporterType.Advanced;
                importer.isReadable = true;
                AssetDatabase.ImportAsset(selectionPath);

                string spriteName = loadPath.Substring(loadPath.LastIndexOf('/') + 1);
                Debug.Log(spriteName);

                int counter = 0;
                Sprite[] sprites = Resources.LoadAll(loadPath);
                if (sprites.Length > 0)
                {
                    // 创建导出文件夹
                    string outPath = Application.dataPath + "/OutSprite/" + loadPath;
                    if(!Directory.Exists(outPath))
                    {
                        Directory.CreateDirectory(outPath);
                    }
                    else
                    {
                        string[] s = Directory.GetFiles(outPath);
                        for (int i = 0; i < s.Length; i++)
                        {
                            File.Delete(s[i]);
                        }
                    }

                    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();

                        //针对TexturePacker的命名方式
                        string name;
                        if (counter < 10)
                        {
                            name = spriteName + "_0" + counter.ToString();
                        }
                        else
                        {
                            name = spriteName + "_" + counter.ToString();
                        }
                        counter++;

                        File.WriteAllBytes(outPath + "/" + name + ".png", tex.EncodeToPNG());
                    }
                    Debug.Log("SaveSprite to " + outPath);
                }
            }
        }
        AssetDatabase.Refresh();
        Debug.Log("SaveSprite Finished");
    }
}


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