Unity 通過代碼快速將Texture(圖片)設(shè)置成Sprite

在unity中,有時(shí)候用ugui或者做2d的時(shí)候,需要導(dǎo)入大量的圖片素材,我們一個(gè)個(gè)設(shè)置會(huì)很麻煩,所以可以通過編輯器擴(kuò)展開發(fā)一個(gè)插件,供我們快速設(shè)置Sprite!

設(shè)置Sprite的類主要涉及的是“TextureImporter”和“TextureImporterPlatformSettings”!

下面上代碼,基本都有注釋:

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

public class ImporterSpriterSetting : EditorWindow
{

    [MenuItem("Importer/ImporterSpriterSetting")]
    static void ImporterSpriterSettingWindow()
    {
        //創(chuàng)建窗口
        Rect wr = new Rect(500, 500, 500, 500);
        ImporterSpriterSetting window = (ImporterSpriterSetting)EditorWindow.GetWindowWithRect(typeof(ImporterSpriterSetting), wr, false, "ImporterSpriterSetting");
        window.Show();
    }

    TextureImporterType textureType = TextureImporterType.Sprite;
    SpriteImportMode spriteMode = SpriteImportMode.Single;
    string packingTag = string.Empty;
    bool sRGBTexture = true;
    bool alphaIsTransparency = true;
    bool mipmapEnabled = false;
    TextureWrapMode wrapMode = TextureWrapMode.Clamp;
    FilterMode filterMode = FilterMode.Bilinear;

    TextureImporterFormat textureImporterFormatAndroid = TextureImporterFormat.ETC2_RGBA8;
    TextureImporterFormat textureImporterFormatiPhone = TextureImporterFormat.PVRTC_RGBA4;
    TextureImporterFormat textureImporterFormatStandalone = TextureImporterFormat.DXT5;

    void OnGUI()
    {

        textureType = (TextureImporterType)EditorGUILayout.EnumPopup("Texture Type", textureType);
        EditorGUILayout.Space();//空一行

        spriteMode = (SpriteImportMode)EditorGUILayout.EnumPopup("Sprite Mode", spriteMode);
        EditorGUILayout.Space();//空一行

        packingTag = EditorGUILayout.TextField("Packing Tag", packingTag);
        EditorGUILayout.Space();//空一行

        sRGBTexture = EditorGUILayout.Toggle("S RGB Texture", sRGBTexture);
        EditorGUILayout.Space();//空一行

        alphaIsTransparency = EditorGUILayout.Toggle("Alpha Is Transparency", alphaIsTransparency);
        EditorGUILayout.Space();//空一行

        mipmapEnabled = EditorGUILayout.Toggle("Generate Mip Map", mipmapEnabled);
        EditorGUILayout.Space();//空一行

        wrapMode = (TextureWrapMode)EditorGUILayout.EnumPopup("Wrap Mode", wrapMode);
        EditorGUILayout.Space();//空一行

        filterMode = (FilterMode)EditorGUILayout.EnumPopup("Filter Mode", filterMode);
        EditorGUILayout.Space();//空一行

        textureImporterFormatAndroid = (TextureImporterFormat)EditorGUILayout.EnumPopup("Texture Importer Format For Android", textureImporterFormatAndroid);
        EditorGUILayout.Space();//空一行

        textureImporterFormatiPhone = (TextureImporterFormat)EditorGUILayout.EnumPopup("Texture Importer Format For iPhone", textureImporterFormatiPhone);
        EditorGUILayout.Space();//空一行

        textureImporterFormatStandalone = (TextureImporterFormat)EditorGUILayout.EnumPopup("Texture Importer Format For Standalone", textureImporterFormatStandalone);
        EditorGUILayout.Space();//空一行



        if (GUILayout.Button("設(shè)置Sprite", GUILayout.ExpandWidth(true)))
        {
            Object[] targetObj = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.DeepAssets);//得到選中的文件,包括選中文件夾的子文件和子文件夾
            if (targetObj != null && targetObj.Length > 0)
            {
                for (int i = 0; i < targetObj.Length; i++)
                {
                    if (targetObj[i] is Texture)                                  //檢測是不是Texture
                    {
                        string path = AssetDatabase.GetAssetPath(targetObj[i]);   //得到資源的路徑
                        TextureImporter texture = AssetImporter.GetAtPath(path) as TextureImporter; //通過路徑得到資源
                        texture.textureType = textureType;                        //TextureType (Enum)
                        texture.spriteImportMode = spriteMode;                    //SpriteMode  (Enum)
                        texture.spritePackingTag = packingTag;                    //packingTag  (String)
                        texture.spritePixelsPerUnit = 100;                        //PixelsPerUnit (flot ps:像素)
                        texture.sRGBTexture = sRGBTexture;                        //sRGBTexture  (bool)
                        texture.alphaIsTransparency = alphaIsTransparency;        //AlphaIsTransparency (bool)
                        texture.filterMode = filterMode;                          //FilterMode     (Enum)
                        texture.mipmapEnabled = mipmapEnabled;                    //mipmapEnabled  (Bool)
                        texture.wrapMode = wrapMode;                              //WrapMode  (Enum)                                    

                        TextureImporterPlatformSettings platformSetting = new TextureImporterPlatformSettings();//用來單獨(dú)設(shè)置單獨(dú)的平臺(tái)信息
                        platformSetting.name = "Android";                         //平臺(tái)名字
                        platformSetting.format = textureImporterFormatAndroid;    //Format屬性
                        platformSetting.overridden = true;                        //True為勾選Override選項(xiàng)
                        platformSetting.maxTextureSize = 2048;                    //最大紋理尺寸
                        texture.SetPlatformTextureSettings(platformSetting);      //將平臺(tái)信息設(shè)置給圖片

                        //TextureImporterPlatformSettings platformSettingIP = new TextureImporterPlatformSettings();
                        //platformSettingIP.name = "iPhone";
                        //platformSettingIP.format = textureImporterFormatiPhone;
                        //platformSettingIP.overridden = true;
                        //platformSettingIP.maxTextureSize = 2048;
                        //texture.SetPlatformTextureSettings(platformSettingIP);

                        TextureImporterPlatformSettings platformSettingStandalone = new TextureImporterPlatformSettings();
                        platformSettingStandalone.name = "Standalone";
                        platformSettingStandalone.format = textureImporterFormatStandalone;
                        platformSettingStandalone.overridden = true;
                        platformSettingStandalone.maxTextureSize = 2048;
                        texture.SetPlatformTextureSettings(platformSettingStandalone);

                        AssetDatabase.ImportAsset(path);
                    }
                }
            }
        }
    }
}

UI的截圖:


image.png

最后上一下設(shè)置好的圖片:


image.png
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