[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.将图集纹理类型更改为"Advanced",将"Read/Write Enabled"属性进行打勾

3.

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))//是否以resourcesPath为开头
            {
                //返回扩展名,例如返回.png
                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"
                //除去扩展名,startIndex之后的不要
                string loadPath = selectionPath.Remove(selectionPath.Length - selectionExt.Length);
                //除去resourcesPath,只要startIndex之后的
                loadPath = loadPath.Substring(resourcesPath.Length);

                // 加载此文件下的所有资源
                Sprite[] sprites = Resources.LoadAll<Sprite>(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);
                }
            }
        }
        AssetDatabase.Refresh();
        Debug.Log("SaveSprite Finished");
    }
}

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