【Unity】Sprite Editor sprite裁剪(大图切割出小图)

Unity 2019.4.2f1

默认的inspector选项 注意Advanced是收缩的默认的inspector选项 注意Advanced是收缩的
修改后
在这里插入图片描述

1.将SpriteMode改为Multiple
2.开启Advanced 中的Read/Write Enable 选项
3.点击Apply
4.点击Sprite Editor
5.选择分割方式,这里选择的是自动分割,然后点击Apply设置生效
在这里插入图片描述

6.代码利用分割出来的小图片

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
using System.Collections.Generic;
 
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();
		}
	}
}

老版设置 参考博文 Unity的2D图集处理,并切割出一张张小图片

猜你喜欢

转载自blog.csdn.net/sunheng_/article/details/113541872