想要在编辑器扩展也能访问FairyGUI图集里面的小图,随便找了一下没有找到接口自己做一个
使用UIPackage.GetItemByURL获得小图信息。从图集中复制出小图,如果有旋转就逆旋转90度即可
图集里面的小图是有可能旋转的,可以通过访问 NTexture.rotated 判断在图集中是否旋转
X偏移坐标可以直接 uvRect.min.x * nativeTexture.width 得到真实的X偏移
Y坐标可以根据uvRect赋值反过来获得,原有公式是
uvRect.min.y = 1 - region.yMax / _nativeTexture.height
那么真实的公式就是
y = (1 - startOffset.y) * nativeTexture.height - textureSize.y
无非就是交互律。还原public NTexture(Texture texture, Rect region) 构造传入来的region参数
获得偏移和大小后只需要使用RenderTexture把小图读出来就好
RenderTexture renderTex = RenderTexture.GetTemporary(nativeTexture.width, nativeTexture.height, 24, RenderTextureFormat.Default, RenderTextureReadWrite.Linear);
Graphics.Blit(nativeTexture, renderTex);
RenderTexture previous = RenderTexture.active;
RenderTexture.active = renderTex;
Texture2D resultTexture = new Texture2D(textureSize.x, textureSize.y, nativeTexture.format, false);
resultTexture.ReadPixels(new Rect((int)startOffset.x, (int)startOffset.y, textureSize.x, textureSize.y), 0, 0);
resultTexture.Apply();
RenderTexture.active = previous;
RenderTexture.ReleaseTemporary(renderTex);
Texture2D.GetPixel 和 Texture2D.SetPixel 接口读写非常慢
可以直接使用GetPixelData或者GetPixels导出图像数据数组,操作完成后刷新图像数据
根据 nativeTexture.format 类型使用Color或者Color32格式读取
var colorArray = resultTexture.GetPixelData<Color32>(0)
有数组后简单逆旋转90数组数据,就可以得到原来的小图
for (int i = 0; i < textureSize.x; i++)
{
for (int j = 0; j < textureSize.y; j++)
{
colors[i * textureSize.y + j] = colorArray[textureSize.x - 1 - i + j * textureSize.x];
}
}
public Texture GetTexture(string url)
{
PackageItem packageItem = UIPackage.GetItemByURL(url);
if (packageItem == null)
return null;
NTexture nTexture = packageItem.texture;
Texture2D nativeTexture = nTexture.nativeTexture as Texture2D;
var startOffset = nTexture.uvRect.min;
var textureSize = new Vector2Int(nTexture.width, nTexture.height);
if (nTexture.rotated)
textureSize = new Vector2Int(nTexture.height, nTexture.width);
startOffset.x *= nativeTexture.width;
startOffset.y = (1 - startOffset.y) * nativeTexture.height - textureSize.y;
RenderTexture renderTex = RenderTexture.GetTemporary(nativeTexture.width, nativeTexture.height, 24, RenderTextureFormat.Default, RenderTextureReadWrite.Linear);
Graphics.Blit(nativeTexture, renderTex);
RenderTexture previous = RenderTexture.active;
RenderTexture.active = renderTex;
Texture2D resultTexture = new Texture2D(textureSize.x, textureSize.y, nativeTexture.format, false);
resultTexture.ReadPixels(new Rect((int)startOffset.x, (int)startOffset.y, textureSize.x, textureSize.y), 0, 0);
resultTexture.Apply();
RenderTexture.active = previous;
RenderTexture.ReleaseTemporary(renderTex);
if (nTexture.rotated)
{
var colorArray = resultTexture.GetPixelData<Color32>(0);
Texture2D rotationTexture = new Texture2D(textureSize.y, textureSize.x, nativeTexture.format, false);
var colors = rotationTexture.GetPixelData<Color32>(0);
for (int i = 0; i < textureSize.x; i++)
{
for (int j = 0; j < textureSize.y; j++)
{
colors[i * textureSize.y + j] = colorArray[textureSize.x - 1 - i + j * textureSize.x];
}
}
rotationTexture.SetPixelData(colors, 0);
rotationTexture.Apply();
Object.Destroy(resultTexture);
resultTexture = rotationTexture;
}
return resultTexture;
}