Unity 之 TexturePacker(TP) 的应用

TexturePacker是一款非常牛逼的打图集软件,是一款收费软件。这是它的官网:https://www.codeandweb.com/texturepacker,大家可以下到最新版本。即便如此,网上还是有很多破解版的(虽然不是最新版的),但是已经够用了。
其实Unity本身也有图集打包功能,但Unity并不想让开发者知道图集这个概念。开发的过程中,如果你不想知道图集的存在,Unity完全可以帮你隐藏得很深,但其实它还在帮你打图集。对于这种打图集方式,我很不放心。我还是想像传统那样的自己打图集,并且能看到打好的图集在哪里,长什么样,但又能被Unity所识别,即在Unity里能用。那TP就可以派上用场了。这是我用的3.0.3版本的TP。大家可以到这里下载
:http://pan.baidu.com/s/1bgjlHs。关于TP的用法,本文并不做介绍。本文要做的就是利用TP的命令行来实现完全自动化的图集打包。
打开命令行工具并CD到TexturePacker的安装目录,输入 TexturePacker –help,会出现该版本的TP的一些命令行参数。
这里写图片描述
下面我们写代码来用上这些命令行参数。写代码之前先看看我们要打成图集的小图们:

这里写图片描述

好的,上代码:

#if UNITY_EDITOR
using UnityEngine;
using System.IO;
using UnityEditor;
using System.Text;
using System.Diagnostics;
public class CommandBuild : Editor
{

    [MenuItem("Tools/SpritesPacker/CommandBuild")]
    public static void BuildTexturePacker()
    {
        //选择并设置TP命令行的参数和参数值
        string commandText = " --sheet {0}.png --data {1}.xml --format sparrow --trim-mode None --pack-mode Best  --algorithm MaxRects --max-size 2048 --size-constraints POT  --disable-rotation --scale 1 {2}" ;
        string inputPath = string.Format ("{0}/Images", Application.dataPath);//小图目录
        string outputPath = string.Format ("{0}/TexturePacker", Application.dataPath);//用TP打包好的图集存放目录
        string[] imagePath = Directory.GetDirectories (inputPath); 
        for (int i = 0; i < imagePath.Length; i++) 
        {
            UnityEngine.Debug.Log (imagePath [i]);
            StringBuilder sb = new StringBuilder("");
            string[] fileName = Directory.GetFiles(imagePath[i]);
            for (int j = 0; j < fileName.Length; j++)
            {
                string extenstion = Path.GetExtension(fileName[j]);
                if (extenstion == ".png")
                {
                    sb.Append(fileName[j]);
                    sb.Append("  ");
                }
                UnityEngine.Debug.Log("fileName [j]:" + fileName[j]);
            }
            string name = Path.GetFileName(imagePath [i]);
            string outputName = string.Format ("{0}/TexturePacker/{1}/{2}", Application.dataPath,name,name);
            string sheetName = string.Format("{0}/SheetsByTP/{1}", Application.dataPath, name);
            //执行命令行
            processCommand("D:\\Program Files (x86)\\CodeAndWeb\\TexturePacker\\bin\\TexturePacker.exe", string.Format(commandText, sheetName, sheetName, sb.ToString()));
        }
        AssetDatabase.Refresh();
    }

    private static void processCommand(string command, string argument)
    {
        ProcessStartInfo start = new ProcessStartInfo(command);
        start.Arguments = argument;
        start.CreateNoWindow = false;
        start.ErrorDialog = true;
        start.UseShellExecute = false;

        if(start.UseShellExecute){
            start.RedirectStandardOutput = false;
            start.RedirectStandardError = false;
            start.RedirectStandardInput = false;
        } else{
            start.RedirectStandardOutput = true;
            start.RedirectStandardError = true;
            start.RedirectStandardInput = true;
            start.StandardOutputEncoding = System.Text.UTF8Encoding.UTF8;
            start.StandardErrorEncoding = System.Text.UTF8Encoding.UTF8;
        }

        Process p = Process.Start(start);
        if(!start.UseShellExecute)
        {
            UnityEngine.Debug.Log(p.StandardOutput.ReadToEnd());
            UnityEngine.Debug.Log(p.StandardError.ReadToEnd());
        }

        p.WaitForExit();
        p.Close();
    }

}
#endif

运行 Tools/SpritesPacker/CommandBuild,并查看SheetsByTP目录下打包好的图集:

这里写图片描述

发现得到了两个文件,一个就是打包好的大图,及一个XML格式的配置文件:
这里写图片描述

这里写图片描述

但这样子的图集,unity并不能用,还需要做进一步的处理。这里先说下原理。在Unity里,一张图片的格式很多

Unity 之 TexturePacker(TP) 的应用_第1张图片

不同格式有着不同的用途(UGUI用的是Sprite的格式),当我们往Unity里导入图片时,这张图片是什么格式由TextureImporter类决定,大家可以去看看这个类的API。然后我们再在Unity里随便找到一张图片的 .meta文件,用你喜欢的文本编辑器打开它:

fileFormatVersion: 2
guid: 542eed357a373ac4186621aa69a5ae78
timeCreated: 1456884951
licenseType: Pro
TextureImporter:
  fileIDToRecycleName: {}
  serializedVersion: 2
  mipmaps:
    mipMapMode: 0
    enableMipMap: 1
    linearTexture: 0
    correctGamma: 0
    fadeOut: 0
    borderMipMap: 0
    mipMapFadeDistanceStart: 1
    mipMapFadeDistanceEnd: 3
  bumpmap:
    convertToNormalMap: 0
    externalNormalMap: 0
    heightScale: .25
    normalMapFilter: 0
  isReadable: 0
  grayScaleToAlpha: 0
  generateCubemap: 0
  cubemapConvolution: 0
  cubemapConvolutionSteps: 8
  cubemapConvolutionExponent: 1.5
  seamlessCubemap: 0
  textureFormat: -1
  maxTextureSize: 2048
  textureSettings:
    filterMode: -1
    aniso: -1
    mipBias: -1
    wrapMode: -1
  nPOTScale: 1
  lightmap: 0
  rGBM: 0
  compressionQuality: 50
  allowsAlphaSplitting: 0
  spriteMode: 0
  spriteExtrude: 1
  spriteMeshType: 1
  alignment: 0
  spritePivot: {x: .5, y: .5}
  spriteBorder: {x: 0, y: 0, z: 0, w: 0}
  spritePixelsToUnits: 100
  alphaIsTransparency: 0
  textureType: -1
  buildTargetSettings: []
  spriteSheet:
    sprites: []
  spritePackingTag: 
  userData: 
  assetBundleName: 
  assetBundleVariant: 

里边有个spriteSheet的项,在 TextureImporter的API里对应
这里写图片描述

发现是一个SpriteMetaData的数组。在看看SpriteMetaData有什么

这里写图片描述

我们只要把这些信息填好就行。上代码:

#if UNITY_EDITOR
using UnityEngine;
using System;
using System.IO;
using UnityEditor;
using System.Collections.Generic;
using System.Xml;
public class MySpritesPacker : Editor
{
    [MenuItem("Tools/SpritesPacker/TexturePacker")]
    public static void BuildTexturePacker()
    {
        string inputPath = string.Format("{0}/SheetsByTP/", Application.dataPath);
        string[] imagePath = Directory.GetFiles(inputPath);
        foreach (string path in imagePath)
        {
            if (Path.GetExtension(path) == ".png" || Path.GetExtension(path) == ".PNG")
            {
                string sheetPath = GetAssetPath(path);
                Texture2D texture = AssetDatabase.LoadAssetAtPath(sheetPath);
                Debug.Log(texture.name);
                string rootPath = string.Format("{0}/TexturePacker/{1}", Application.dataPath,texture.name);
                string pngPath = rootPath + "/" + texture.name + ".png";
                TextureImporter asetImp = null;
                Dictionary<string, Vector4> tIpterMap = new Dictionary<string,Vector4>();
                if (Directory.Exists(rootPath))
                {
                    if(File.Exists(pngPath))
                    {
                        Debug.Log("exite: " + pngPath);
                        asetImp = GetTextureIpter(pngPath);
                        SaveBoreder(tIpterMap, asetImp);
                        File.Delete(pngPath);
                    }
                    File.Copy(inputPath + texture.name + ".png", pngPath);
                }
                else
                {
                    Directory.CreateDirectory(rootPath);
                    File.Copy(inputPath + texture.name + ".png", pngPath);
                }
                AssetDatabase.Refresh();
                FileStream fs = new FileStream(inputPath + texture.name + ".xml", FileMode.Open);
                StreamReader sr = new StreamReader(fs);
                string jText = sr.ReadToEnd();
                fs.Close();
                sr.Close();
                XmlDocument xml = new XmlDocument();
                xml.LoadXml(jText);
                XmlNodeList elemList = xml.GetElementsByTagName("SubTexture");
                WriteMeta(elemList, texture.name, tIpterMap);
            }
        }
        AssetDatabase.Refresh();
    }
    //如果这张图集已经拉好了9宫格,需要先保存起来
    static void SaveBoreder(Dictionary<string,Vector4> tIpterMap,TextureImporter tIpter)
    {
        for(int i = 0,size = tIpter.spritesheet.Length; i < size; i++)
        {
            tIpterMap.Add(tIpter.spritesheet[i].name, tIpter.spritesheet[i].border);
        }
    }

    static TextureImporter GetTextureIpter(Texture2D texture)
    {
        TextureImporter textureIpter = null;
        string impPath = AssetDatabase.GetAssetPath(texture);
        textureIpter = TextureImporter.GetAtPath(impPath) as TextureImporter;
        return textureIpter;
    }

    static TextureImporter GetTextureIpter(string path)
    {
        TextureImporter textureIpter = null;
        Texture2D textureOrg = AssetDatabase.LoadAssetAtPath(GetAssetPath(path));
        string impPath = AssetDatabase.GetAssetPath(textureOrg);
        textureIpter =  TextureImporter.GetAtPath(impPath) as TextureImporter;
        return textureIpter;
    }
    //写信息到SpritesSheet里
    static void WriteMeta(XmlNodeList elemList, string sheetName,Dictionary<string,Vector4> borders)
    {
        string path = string.Format("Assets/TexturePacker/{0}/{1}.png", sheetName, sheetName);
        Texture2D texture = AssetDatabase.LoadAssetAtPath (path);
        string impPath = AssetDatabase.GetAssetPath(texture);
        TextureImporter asetImp = TextureImporter.GetAtPath(impPath) as TextureImporter;
        SpriteMetaData[] metaData = new SpriteMetaData[elemList.Count];
        for (int i = 0, size = elemList.Count; i < size; i++)
        {
            XmlElement node = (XmlElement)elemList.Item(i);
            Rect rect = new Rect();
            rect.x = int.Parse(node.GetAttribute("x"));
            rect.y = texture.height - int.Parse(node.GetAttribute("y")) - int.Parse(node.GetAttribute("height"));
            rect.width = int.Parse(node.GetAttribute("width"));
            rect.height = int.Parse(node.GetAttribute("height"));
            metaData[i].rect = rect;
            metaData[i].pivot = new Vector2(0.5f, 0.5f);
            metaData[i].name = node.GetAttribute("name");
            if (borders.ContainsKey(metaData[i].name))
            {
                metaData[i].border = borders[metaData[i].name];
            }
        }
        asetImp.spritesheet = metaData;
        asetImp.textureType = TextureImporterType.Sprite;
        asetImp.spriteImportMode = SpriteImportMode.Multiple;
        asetImp.mipmapEnabled = false;
        asetImp.SaveAndReimport();
    }

    static string GetAssetPath(string path)
    {
        string[] seperator = { "Assets" };
        string p = "Assets" + path.Split(seperator, StringSplitOptions.RemoveEmptyEntries)[1];
        return p;
    }

}

internal class TextureIpter
{
    public string spriteName = "";
    public Vector4 border = new Vector4();
    public TextureIpter() { }
    public TextureIpter(string spriteName, Vector4 border)
    {
        this.spriteName = spriteName;
        this.border = border;
    }
}
#endif

然后点击 Tools/SpritesPacker/TexturePacker,看看 TexturePacker文件夹,会发现

这里写图片描述

这里写图片描述

这样Unity就用了,为了验证能用,我们把原来的小图和在TP里打包的图集都删掉,然后创建一些Image,用上我们打包好的图集里的图片。
这里写图片描述

这里写图片描述

到此就成功地在Unity用上了用TP打包好的图集了。
图片用到的九宫格信息也在这里哦!

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