Unity 匯出切片精靈
阿新 • • 發佈:2019-01-28
using UnityEngine;
using UnityEditor;
public class TestSaveSprite
{
[MenuItem("Tools/匯出精靈")]
static void SaveSprite()
{
string resourcesPath = "Assets/Resources/";
foreach (Object obj in Selection.objects)
{
string selectionPath = AssetDatabase.GetAssetPath(obj);
// 必須最上級是"Assets/Resources/"
if (selectionPath.StartsWith(resourcesPath))
{
string selectionExt = System.IO.Path.GetExtension(selectionPath);
if (selectionExt.Length == 0)
{
continue;
}
// 從路徑"Assets/Resources/UI/testUI.png"得到路徑"UI/testUI"
string loadPath = selectionPath.Remove(selectionPath.Length - selectionExt.Length);
loadPath = loadPath.Substring(resourcesPath.Length);
// 載入此檔案下的所有資源
Sprite[] sprites = Resources.LoadAll<Sprite>(loadPath);
if (sprites.Length > 0 )
{
// 建立匯出資料夾
string outPath = Application.dataPath + "/outSprite/" + loadPath;
System.IO.Directory.CreateDirectory(outPath);
foreach (Sprite sprite in sprites)
{
// 建立單獨的紋理
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();
// 寫入成PNG檔案
System.IO.File.WriteAllBytes(outPath + "/" + sprite.name + ".png", tex.EncodeToPNG());
}
Debug.Log("SaveSprite to " + outPath);
}
}
}
Debug.Log("SaveSprite Finished");
}
}
using UnityEditor;
public class TestSaveSprite
{
[MenuItem("Tools/匯出精靈")]
static void SaveSprite()
{
string resourcesPath = "Assets/Resources/";
foreach (Object obj in Selection.objects)
{
string selectionPath = AssetDatabase.GetAssetPath(obj);
// 必須最上級是"Assets/Resources/"
{
string selectionExt = System.IO.Path.GetExtension(selectionPath);
if (selectionExt.Length == 0)
{
continue;
}
// 從路徑"Assets/Resources/UI/testUI.png"得到路徑"UI/testUI"
loadPath = loadPath.Substring(resourcesPath.Length);
// 載入此檔案下的所有資源
Sprite[] sprites = Resources.LoadAll<Sprite>(loadPath);
if (sprites.Length > 0
{
// 建立匯出資料夾
string outPath = Application.dataPath + "/outSprite/" + loadPath;
System.IO.Directory.CreateDirectory(outPath);
foreach (Sprite sprite in sprites)
{
// 建立單獨的紋理
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();
// 寫入成PNG檔案
System.IO.File.WriteAllBytes(outPath + "/" + sprite.name + ".png", tex.EncodeToPNG());
}
Debug.Log("SaveSprite to " + outPath);
}
}
}
Debug.Log("SaveSprite Finished");
}
}