利用unity3d分离图集

本期视频演讲稿
https://www.bilibili.com/video/bv1C54y1W7vn

最近正在进行U3D项目移植到h5平台,在移植UI图集时,需要将分离图集
那么如何将下图分离成小图?

最终移植效果游戏在线试玩http://www.4399.com/flash/217641.htm
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分离后
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操作步骤

在u3d中选择图片,设置为可读可写模式,模式为multiple
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使用spriteEditor自动划分图集边界
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完成
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分离图集的工具

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

public static class ImageSlicer
{
    
    
    [MenuItem("Assets/ImageSlicer/Process to Sprites")]
    static void ProcessToSprite()
    {
    
    
        Texture2D image = Selection.activeObject as Texture2D;//获取旋转的对象
        string rootPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(image));//获取路径名称
        string path = rootPath + "/" + image.name + ".PNG";//图片路径名称


        TextureImporter texImp = AssetImporter.GetAtPath(path) as TextureImporter;//获取图片入口


        AssetDatabase.CreateFolder(rootPath, image.name);//创建文件夹


        foreach (SpriteMetaData metaData in texImp.spritesheet)//遍历小图集
        {
    
    
            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轴像素
            {
    
    
                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));
            }


            //转换纹理到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);
            // 刷新资源窗口界面
           
        }

        AssetDatabase.Refresh();
    }



    [MenuItem("Assets/ImageSlicer/Process to Sprites Ugui Iamge")]
    static void ProcessToSpriteUguiImage()
    {
    
    

        // string rootPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(image));//获取路径名称
        string path = Application.dataPath + "/ExpUGUIIMAGE";// + image.name + ".PNG";//图片路径名称

        AssetDatabase.CreateFolder(Application.dataPath, path);//创建文件夹
        foreach (var item in Selection.objects)
        {
    
    

            var myimage = (item as GameObject).GetComponent<Image>().sprite;
            //转换纹理到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.texture.EncodeToPNG();

            //TextureImporter texImp = AssetImporter.GetAtPath(path) as TextureImporter;

            //texImp.isReadable = true;
            //texImp.


            var pngData = myimage.texture.EncodeToPNG();

            //AssetDatabase.CreateAsset(myimage, rootPath + "/" + image.name + "/" + metaData.name + ".PNG");


            File.WriteAllBytes(path + "/" + myimage.name + ".png", pngData);
        }
        


      


      
        AssetDatabase.Refresh();
    }
}

本期内容讲解完毕,感谢观看
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转载自blog.csdn.net/koljy111/article/details/112388608