Unity插件-Texture查找和参数优化

需求:需要针对texture做修改,首先需要找到所有大于1024的图集;针对texture的部分参数做处理;并都加上白名单

分析:俩个功能单独做,都需要针对特定的文件夹做搜索,然后要对白名单进行过滤,第一个拿到对象然后进行尺寸的判定并返回就可以了;第二个是过滤掉之后并对参数进行修改,然后保存。

逻辑不复杂,直接上代码,大体逻辑和之前的audio文件的优化差不多,感兴趣的话可以看看上一篇

直接上代码了

using System.Globalization;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;

public class ModifyAllTextureSetting : EditorWindow
{
    public static string FilePath = "Assets";
    public static List allTexture = new List();//所有的Texture
    public static List all1024Texture = new List(); //大于1024尺寸的图片
    public static List allModifyTexture = new List(); //所有需要修改的图片
    Vector2 mScroll = Vector2.zero;
    
    //需要修改参数的文件夹
    static string[] modifySettingPath = new string[]{
        "Assets/MeiShuZiYuan/Atlas",
        "Assets/MeiShuZiYuan/Font",
        "Assets/MeiShuZiYuan_iOS/Atlas",
        "Assets/MeiShuZiYuan_iOS/Font",
    };
    //1024图片白名单
    static string[] whiteList1024 = new string[]{
        "Assets/MeiShuZiYuan/Atlas",
        "Assets/MeiShuZiYuan/Font",
        "Assets/BundleFiles",        

    };
    //修改图片白名单
    static string[] whiteListDefaultSetting = new string[]{
        "Assets/MeiShuZiYuan_iOS/Atlas",
        "Assets/MeiShuZiYuan_iOS/Font",
        "Assets/MeiShuZiYuan/Font",
        "Atlas_Activities",        
    };
    void OnGUI()
    {
        if(all1024Texture == null)
        {
            return;
        }        
        mScroll = GUILayout.BeginScrollView(mScroll);
        if(all1024Texture != null && all1024Texture.Count>0)
        {            
            if(NGUIEditorTools.DrawHeader("All1024Texture"))
            {                
                int count = 0;
                foreach(var item in all1024Texture)
                {
                    count +=1;
                    Texture tex = AssetDatabase.LoadAssetAtPath(item,typeof(Texture))as Texture;                    
                    GUIContent label2 = new GUIContent(count +"-"+item,item);
                    EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth*0.5f;
                    EditorGUILayout.ObjectField(label2,tex,typeof(Texture),false);
                }                
            }            
        }
        if(allModifyTexture != null && allModifyTexture.Count>0)
        {            
            if(NGUIEditorTools.DrawHeader("AllModifyTexture"))
            {                
                int count = 0;
                foreach(var item in allModifyTexture)
                {
                    count +=1;
                    Texture tex = AssetDatabase.LoadAssetAtPath(item,typeof(Texture))as Texture;                    
                    GUIContent label2 = new GUIContent(count +"-"+item,item);
                    EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth*0.7f;
                    EditorGUILayout.ObjectField(label2,tex,typeof(Texture),false);
                }                
            }            
        }
        GUILayout.EndScrollView();
    }
    [MenuItem("Assets/处理Texture/检测Texture超过1024的")]
    public static void ScanAllFile()
    {
        //遍历所有的texture
        //判断尺寸大小 
        //加入1024的图片
        allTexture.Clear();
        all1024Texture.Clear();
        string projectPath = Application.dataPath;
        projectPath = projectPath.Substring(0,projectPath.IndexOf("Assets"));
        try
        {
            GetTexturesPath(projectPath,FilePath,"Texture",ref allTexture);
        }
        catch (System.Exception e)
        {
             Debug.LogError(e);
        }
        for(int i = 0;i < allTexture.Count;i++)
        {
            EditorUtility.DisplayProgressBar("Check 1024Textures","Current 1024Texture :"+i+"/"+allTexture.Count,(float)i/allTexture.Count);
            try
            {
                 bool flag = false;
                for (int j =0;j < whiteList1024.Length; j++)
                {
                    if(allTexture[i].Contains(whiteList1024[j]))
                    {
                        flag = true;  
                        break;                     
                    }
                }
                if(!flag)
                {
                    BegainCheck1024Texs(allTexture[i]);                             
                }                                
            }
            catch (System.Exception e)
            {
                EditorUtility.ClearProgressBar();
                Debug.LogError(e); 
            }   
        }        
        EditorUtility.ClearProgressBar();
        EditorWindow.GetWindow(false,"ModifyAllTextureSetting",true).Show();
        Debug.Log("Check Success");
    }
    //开始检查Tex
    public static void BegainCheck1024Texs(string texPath)
    {        
        Texture tex = AssetDatabase.LoadAssetAtPath(texPath,typeof(Texture))as Texture;        
        if(tex.width>1024 || tex.height>1024)
        {
            all1024Texture.Add(texPath);                            
        } 
        // Debug.Log("all1024Texture-----count-----"+all1024Texture.Count);
    }          
    //开始修改参数
    public static void BegainModifyTexs(string texPath)
    {                
        CompressTexture(texPath);        
    }                   
    public static void CompressTexture(string path)
    {
        Texture tex = AssetDatabase.LoadAssetAtPath(path,typeof(Texture))as Texture;        
        // 根据路径获得文件目录,设置图集的packagingTag
        TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
        if(!textureImporter)
        {
            Debug.LogError("textureImporter==============null");
            return;
        }
        if (textureImporter.textureType != TextureImporterType.Default)
        {
            Debug.LogWarning("This texture is not Default Type: " + textureImporter.assetPath, textureImporter);
            return;
        }
        bool flag = false;        
        if(!textureImporter.isReadable)
        {
            textureImporter.isReadable = false;
            flag = true;
        }
        if(!textureImporter.streamingMipmaps)
        {
            textureImporter.streamingMipmaps = false;
            flag = true;
        }
        if(!textureImporter.mipmapEnabled)
        {
            textureImporter.mipmapEnabled = false;
            flag = true;
        }
        if(textureImporter.wrapMode != TextureWrapMode.Clamp)
        {
            textureImporter.wrapMode = TextureWrapMode.Clamp;
            flag = true;
        }
        if(textureImporter.filterMode != FilterMode.Bilinear)
        {
            textureImporter.filterMode = FilterMode.Bilinear;
            flag = true;
        }
        TextureImporterPlatformSettings settingDefault = textureImporter.GetDefaultPlatformTextureSettings();
        if(settingDefault.format != TextureImporterFormat.Automatic)
        {
            settingDefault.format = TextureImporterFormat.Automatic;
            flag = true;
        }
        if(settingDefault.compressionQuality != (int)TextureCompressionQuality.Normal)
        {
            settingDefault.compressionQuality = (int)TextureCompressionQuality.Normal;
            flag = true;
        }
        if(flag)
        {
            allModifyTexture.Add(path);
            textureImporter.SaveAndReimport();
        }

    }
    //获取所有的图片文件的path信息
    public static void GetTexturesPath(string projectPath,string targetFilePath,string searchType,ref List array)
    {
        if (Directory.Exists(targetFilePath))
        {
            string[] guids;
            //搜索
            guids = AssetDatabase.FindAssets("t:" + searchType, new[] { targetFilePath });            
            foreach (string guid in guids)
            {
                string source = AssetDatabase.GUIDToAssetPath(guid);
                string[] allStr = source.Split('.');                
                if(source.EndsWith(".bmp")|| source.EndsWith(".jpeg") || source.EndsWith(".jpg") || source.EndsWith(".png"))
                {
                    allTexture.Add(source);                     
                }                                
            }            
        }
    }  

    [MenuItem("Assets/处理Texture/设置图片Default参数")]
    public static async void ApplyAllPlatformTexSetting()
    {
        allTexture.Clear();
        string projectPath = Application.dataPath;
        // Debug.Log("projectPath-------------"+projectPath);
        projectPath = projectPath.Substring(0,projectPath.IndexOf("Assets"));
        try
        {
            GetTexturesPathFromSpecifyPath(projectPath,FilePath,"Texture",ref allTexture,modifySettingPath);
        }
        catch (System.Exception e)
        {
             Debug.LogError(e);
        }
        for(int i = 0;i < allTexture.Count;i++)
        {
            EditorUtility.DisplayProgressBar("Modify AllTextures","Current Need Modify Texture :"+i+"/"+allTexture.Count,(float)i/allTexture.Count);
            try
            {
                bool flag = false;
                for (int j =0;j < whiteListDefaultSetting.Length; j++)
                {
                    if(allTexture[i].Contains(whiteListDefaultSetting[j]))
                    {
                        flag = true;  
                        break;                     
                    }
                }
                if(!flag)
                {
                    BegainModifyTexs(allTexture[i]);                                                           
                }                  
            }
            catch (System.Exception e)
            {
                EditorUtility.ClearProgressBar();
                Debug.LogError(e); 
            }   
        }        
        EditorUtility.ClearProgressBar();
        EditorWindow.GetWindow(false,"ModifyAllTextureSetting",true).Show();
        Debug.Log("Modify Success");        
    }

    //获取指定文件夹的所有的图片文件的path信息
    public static void GetTexturesPathFromSpecifyPath(string projectPath,string targetFilePath,string searchType,ref List array,string[] searchPath)
    {
        if (Directory.Exists(targetFilePath))
        {
            string[] guids;
            //搜索
            guids = AssetDatabase.FindAssets("t:" + searchType, searchPath);            
            foreach (string guid in guids)
            {
                string source = AssetDatabase.GUIDToAssetPath(guid);
                string[] allStr = source.Split('.');                
                if(source.EndsWith(".bmp")|| source.EndsWith(".jpeg") || source.EndsWith(".jpg") || source.EndsWith(".png"))
                {
                    allTexture.Add(source);                     
                }                                
            }            
        }
    } 
}

参考1
参考2
参考3

你可能感兴趣的:(Unity插件-Texture查找和参数优化)