操作步驟
先將腳本拖入Editor
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選中要切割的圖片,texture type 選爲default,並勾選Advanced下的read/Write Enabled
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texture type改爲sprite(2D and UI),Sprite mode 選爲Multiple,apply一下
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Sprite Editor 先選其他的切一下,在選第一個切一下,切割成小圖,apply
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選中圖集右鍵,imageslicer,process to Sprites
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等待切割完成後就可以在同級目錄的同名文件夾下使用了
使用時要把小圖Type改爲sprite(2D and UI),也可以更改名字
腳本如下
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
using System.Collections.Generic;
/// <summary>
/// 切割
/// </summary>
public static class ImageSlicer
{
[MenuItem("Assets/ImageSlicer/Process to Sprites")]
static void ProcessToSprite()
{
Texture2D image = Selection.activeObject as Texture2D;//獲取旋轉的對象
string rootPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(image));//獲取路徑名稱
string path = rootPath + "/" + image.name + ".PNG";//圖片路徑名稱
TextureImporter texImp = AssetImporter.GetAtPath(path) as TextureImporter;//獲取圖片入口
AssetDatabase.CreateFolder(rootPath, image.name);//創建文件夾
foreach (SpriteMetaData metaData in texImp.spritesheet)//遍歷小圖集
{
Texture2D myimage = new Texture2D((int)metaData.rect.width, (int)metaData.rect.height);
//abc_0:(x:2.00, y:400.00, width:103.00, height:112.00)
for (int y = (int)metaData.rect.y; y < metaData.rect.y + metaData.rect.height; y++)//Y軸像素
{
for (int x = (int)metaData.rect.x; x < metaData.rect.x + metaData.rect.width; x++)
myimage.SetPixel(x - (int)metaData.rect.x, y - (int)metaData.rect.y, image.GetPixel(x, y));
}
//轉換紋理到EncodeToPNG兼容格式
if (myimage.format != TextureFormat.ARGB32 && myimage.format != TextureFormat.RGB24)
{
Texture2D newTexture = new Texture2D(myimage.width, myimage.height);
newTexture.SetPixels(myimage.GetPixels(0), 0);
myimage = newTexture;
}
var pngData = myimage.EncodeToPNG();
//AssetDatabase.CreateAsset(myimage, rootPath + "/" + image.name + "/" + metaData.name + ".PNG");
File.WriteAllBytes(rootPath + "/" + image.name + "/" + metaData.name + ".PNG", pngData);
// 刷新資源窗口界面
AssetDatabase.Refresh();
}
}
}