@TOC
前言
最近在学习UGUI的打图集,之前一直在用SpritePacker和Sprite Atlas打图集,现在记录下另一种打图集方式:TexturePacker 主要是讲如何自动打图集到Unity,并且不丢掉九宫格信息,以及一些参数的设置
环境准备
1.unity版本2019.4.10f1
2.TexturePacker安装官网,支持正版,支持正版,支持正版https://www.codeandweb.com/texturepacker
3.TexturePacker安装Po Jie 版本点击这下载
4.unity中安装TexturePacker Importer点击这下载,也可以在unity商店搜索TexturePacker Importer安装
5.了解一下TexturePacker的命令行参数: 打开命令行工具并CD到TexturePacker的安装目录,输入 TexturePacker –help,会出现该版本的TP的一些命令行参数。
实现过程
把要打图集的小图放到指定的文件夹,我是放在
打出来的图放在Assets/SheetsByTP这个文件夹下,打好的图集会放在Assets/TexturePacker/icon文件夹下。 写两个编辑器脚本,放在Editor文件夹下,废话不多说上代码:
#if UNITY_EDITOR
using System;
using UnityEngine;
using System.IO;
using UnityEditor;
using System.Text;
using System.Diagnostics;
using Debug = UnityEngine.Debug;
public class CommandBuild : Editor
{
[MenuItem("Tools/SpritesPacker/CommandBuild")]
public static void BuildTexturePacker()
{
//选择并设置TP命令行的参数和参数值(包括强制生成2048*2048的图集 --width 2048 --height 2048)
string commandText = " --sheet {0}.png --data {1}.xml --format sparrow --trim-mode None --pack-mode Best --algorithm MaxRects --width 2048 --height 2048 --max-size 2048 --size-constraints POT --disable-rotation --scale 1 {2}" ;
string inputPath = string.Format ("{0}/Images", Application.dataPath);//小图目录
string outputPath = string.Format ("{0}/TexturePacker", Application.dataPath);//用TP打包好的图集存放目录
string[] imagePath = Directory.GetDirectories (inputPath);
for (int i = 0; i < imagePath.Length; i++)
{
UnityEngine.Debug.Log (imagePath [i]);
StringBuilder sb = new StringBuilder("");
string[] fileName = Directory.GetFiles(imagePath[i]);
for (int j = 0; j < fileName.Length; j++)
{
string extenstion = Path.GetExtension(fileName[j]);
if (extenstion == ".png")
{
sb.Append(fileName[j]);
sb.Append(" ");
}
UnityEngine.Debug.Log("fileName [j]:" + fileName[j]);
}
string name = Path.GetFileName(imagePath [i]);
string outputName = string.Format ("{0}/TexturePacker/{1}/{2}", Application.dataPath,name,name);
string sheetName = string.Format("{0}/SheetsByTP/{1}", Application.dataPath, name);
//执行命令行
processCommand("E:\\Program Files (x86)\\CodeAndWeb\\TexturePacker\\bin\\TexturePacker.exe", string.Format(commandText, sheetName, sheetName, sb.ToString()));
}
AssetDatabase.Refresh();
}
private static void processCommand(string command, string argument)
{
ProcessStartInfo start = new ProcessStartInfo(command);
start.Arguments = argument;
start.CreateNoWindow = false;
start.ErrorDialog = true;
start.UseShellExecute = false;
if(start.UseShellExecute){
start.RedirectStandardOutput = false;
start.RedirectStandardError = false;
start.RedirectStandardInput = false;
} else{
start.RedirectStandardOutput = true;
start.RedirectStandardError = true;
start.RedirectStandardInput = true;
start.StandardOutputEncoding = System.Text.UTF8Encoding.UTF8;
start.StandardErrorEncoding = System.Text.UTF8Encoding.UTF8;
}
Process p = Process.Start(start);
if(!start.UseShellExecute)
{
UnityEngine.Debug.Log(p.StandardOutput.ReadToEnd());
UnityEngine.Debug.Log(p.StandardError.ReadToEnd());
}
p.WaitForExit();
p.Close();
}
}
#endif
添加第二个脚本在Editor下
#if UNITY_EDITOR
using UnityEngine;
using System;
using System.IO;
using UnityEditor;
using System.Collections.Generic;
using System.Xml;
public class MySpritesPacker : Editor
{
[MenuItem("Tools/SpritesPacker/TexturePacker")]
public static void BuildTexturePacker()
{
string inputPath = string.Format("{0}/SheetsByTP/", Application.dataPath);
string[] imagePath = Directory.GetFiles(inputPath);
foreach (string path in imagePath)
{
if (Path.GetExtension(path) == ".png" || Path.GetExtension(path) == ".PNG")
{
string sheetPath = GetAssetPath(path);
Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(sheetPath);
Debug.Log(texture.name);
string rootPath = string.Format("{0}/TexturePacker/{1}", Application.dataPath,texture.name);
string pngPath = rootPath + "/" + texture.name + ".png";
TextureImporter asetImp = null;
Dictionary<string, Vector4> tIpterMap = new Dictionary<string,Vector4>();
if (Directory.Exists(rootPath))
{
if(File.Exists(pngPath))
{
Debug.Log("exite: " + pngPath);
//asetImp = GetTextureIpter(pngPath);
//SaveBoreder(tIpterMap, asetImp);
File.Delete(pngPath);
}
File.Copy(inputPath + texture.name + ".png", pngPath);
}
else
{
Directory.CreateDirectory(rootPath);
File.Copy(inputPath + texture.name + ".png", pngPath);
}
AssetDatabase.Refresh();
FileStream fs = new FileStream(inputPath + texture.name + ".xml", FileMode.Open);
StreamReader sr = new StreamReader(fs);
string jText = sr.ReadToEnd();
fs.Close();
sr.Close();
XmlDocument xml = new XmlDocument();
xml.LoadXml(jText);
XmlNodeList elemList = xml.GetElementsByTagName("SubTexture");
WriteMeta(elemList, texture.name, tIpterMap);
}
}
AssetDatabase.Refresh();
}
//如果这张图集已经拉好了9宫格,需要先保存起来
static void SaveBoreder(Dictionary<string,Vector4> tIpterMap,TextureImporter tIpter)
{
for(int i = 0,size = tIpter.spritesheet.Length; i < size; i++)
{
tIpterMap.Add(tIpter.spritesheet[i].name, tIpter.spritesheet[i].border);
}
}
static TextureImporter GetTextureIpter(Texture2D texture)
{
TextureImporter textureIpter = null;
string impPath = AssetDatabase.GetAssetPath(texture);
textureIpter = TextureImporter.GetAtPath(impPath) as TextureImporter;
return textureIpter;
}
static TextureImporter GetTextureIpter(string path)
{
TextureImporter textureIpter = null;
Texture2D textureOrg = AssetDatabase.LoadAssetAtPath<Texture2D>(GetAssetPath(path));
string impPath = AssetDatabase.GetAssetPath(textureOrg);
textureIpter = TextureImporter.GetAtPath(impPath) as TextureImporter;
return textureIpter;
}
//写信息到SpritesSheet里
static void WriteMeta(XmlNodeList elemList, string sheetName,Dictionary<string,Vector4> borders)
{
string path = string.Format("Assets/TexturePacker/{0}/{1}.png", sheetName, sheetName);
Texture2D texture = AssetDatabase.LoadAssetAtPath <Texture2D>(path);
string impPath = AssetDatabase.GetAssetPath(texture);
TextureImporter asetImp = TextureImporter.GetAtPath(impPath) as TextureImporter;
SpriteMetaData[] metaData = new SpriteMetaData[elemList.Count];
for (int i = 0, size = elemList.Count; i < size; i++)
{
XmlElement node = (XmlElement)elemList.Item(i);
Rect rect = new Rect();
rect.x = int.Parse(node.GetAttribute("x"));
rect.y = texture.height - int.Parse(node.GetAttribute("y")) - int.Parse(node.GetAttribute("height"));
rect.width = int.Parse(node.GetAttribute("width"));
rect.height = int.Parse(node.GetAttribute("height"));
metaData[i].rect = rect;
metaData[i].pivot = new Vector2(0.5f, 0.5f);
metaData[i].name = node.GetAttribute("name");
//读取源文件的meta文件,获取spriteBorder九宫格信息,写进图集中
string sourcePath= string.Format("{0}/Images/{1}/{2}.png", Application.dataPath,sheetName, node.GetAttribute("name"));
Vector4 sourceBorder= GetTextureIpter(sourcePath).spriteBorder;
Debug.Log("图片的路径"+sourcePath+"图片的border"+sourceBorder.ToString());
metaData[i].border = sourceBorder;
// if (borders.ContainsKey(metaData[i].name))
// {
// metaData[i].border = borders[metaData[i].name];
// }
}
asetImp.spritesheet = metaData;
asetImp.textureType = TextureImporterType.Sprite;
asetImp.spriteImportMode = SpriteImportMode.Multiple;
asetImp.mipmapEnabled = false;
asetImp.SaveAndReimport();
}
static string GetAssetPath(string path)
{
string[] seperator = { "Assets" };
string p = "Assets" + path.Split(seperator, StringSplitOptions.RemoveEmptyEntries)[1];
return p;
}
}
internal class TextureIpter
{
public string spriteName = "";
public Vector4 border = new Vector4();
public TextureIpter() { }
public TextureIpter(string spriteName, Vector4 border)
{
this.spriteName = spriteName;
this.border = border;
}
}
#endif
按下Tools/SpritesPacker/CommandBuild
按下Tools/SpritesPacker/TexturePacker 图集就打好了
注意
1.如果有九宫格信息,注意名字要一致,可以查看图片的Border来查看九宫格信息
2.各文件路径可以在脚本里自行修改,如果需要设置其他参数,可以在命令里面自行添