SimpleSpritePackerEditor.SPTools.HasSpritesheetMeta C# (CSharp) Method

HasSpritesheetMeta() private static method

Determines if the specified name has spritesheet meta data.
private static HasSpritesheetMeta ( SpriteMetaData collection, string name ) : bool
collection UnityEditor.SpriteMetaData Collection.
name string Name.
return bool
        private static bool HasSpritesheetMeta(SpriteMetaData[] collection, string name)
        {
            for (int i = 0; i < collection.Length; i++)
            {
                if (collection[i].name == name)
                    return true;
            }

            return false;
        }

Usage Example

Beispiel #1
0
        /// <summary>
        /// Imports and configures atlas texture.
        /// </summary>
        /// <returns><c>true</c>, if import and configure atlas texture was successful, <c>false</c> otherwise.</returns>
        /// <param name="targetTexture">Target texture.</param>
        /// <param name="sourceTexture">Source texture.</param>
        /// <param name="uvs">Uvs.</param>
        /// <param name="names">Names.</param>
        /// <param name="defaultPivot">Default pivot.</param>
        /// <param name="defaultCustomPivot">Default custom pivot.</param>
        public static bool ImportAndConfigureAtlasTexture(Texture2D targetTexture, Texture2D sourceTexture, Rect[] uvs, SPSpriteImportData[] spritesImportData)
        {
            // Get the asset path
            string assetPath = SPTools.GetAssetPath(targetTexture);

            if (string.IsNullOrEmpty(assetPath))
            {
                Debug.LogError("Sprite Packer failed to Import and Configure the atlas texture, reason: Could not resolve asset path.");
                return(false);
            }

            // Clear the read-only flag in texture file attributes
            if (!SPTools.RemoveReadOnlyFlag(assetPath))
            {
                Debug.LogError("Sprite Packer failed to Import and Configure the atlas texture, reason: Could not remove the readonly flag from the asset.");
                return(false);
            }

            // Write the source texture data to the asset
            byte[] bytes = sourceTexture.EncodeToPNG();
            System.IO.File.WriteAllBytes(assetPath, bytes);
            bytes = null;

            // Get the asset texture importer
            TextureImporter texImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter;

            if (texImporter == null)
            {
                Debug.LogError("Sprite Packer failed to Import and Configure the atlas texture, reason: Could not get the texture importer for the asset.");
                return(false);
            }

            // Get the asset texture importer settings
            TextureImporterSettings texImporterSettings = new TextureImporterSettings();

            // Apply sprite type
            texImporter.textureType      = TextureImporterType.Sprite;
            texImporter.spriteImportMode = SpriteImportMode.Multiple;

            // Configure the spritesheet meta data
            SpriteMetaData[] spritesheetMeta = new SpriteMetaData[uvs.Length];
            for (int i = 0; i < uvs.Length; i++)
            {
                if (SPTools.HasSpritesheetMeta(texImporter.spritesheet, spritesImportData[i].name))
                {
                    SpriteMetaData currentMeta = SPTools.GetSpritesheetMeta(texImporter.spritesheet, spritesImportData[i].name);
                    Rect           currentRect = uvs[i];
                    currentRect.x      *= sourceTexture.width;
                    currentRect.width  *= sourceTexture.width;
                    currentRect.y      *= sourceTexture.height;
                    currentRect.height *= sourceTexture.height;
                    currentMeta.rect    = currentRect;
                    spritesheetMeta[i]  = currentMeta;
                }
                else
                {
                    SpriteMetaData currentMeta = new SpriteMetaData();
                    Rect           currentRect = uvs[i];
                    currentRect.x        *= sourceTexture.width;
                    currentRect.width    *= sourceTexture.width;
                    currentRect.y        *= sourceTexture.height;
                    currentRect.height   *= sourceTexture.height;
                    currentMeta.rect      = currentRect;
                    currentMeta.name      = spritesImportData[i].name;
                    currentMeta.alignment = (int)spritesImportData[i].alignment;
                    currentMeta.pivot     = spritesImportData[i].pivot;
                    currentMeta.border    = spritesImportData[i].border;
                    spritesheetMeta[i]    = currentMeta;
                }
            }
            texImporter.spritesheet = spritesheetMeta;

            // Read the texture importer settings
            texImporter.ReadTextureSettings(texImporterSettings);

            // Disable Read/Write
            texImporterSettings.readable = false;

            // Re-set the texture importer settings
            texImporter.SetTextureSettings(texImporterSettings);

            // Save and Reimport the asset
            AssetDatabase.SaveAssets();
            SPTools.DoAssetReimport(assetPath, ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport);

            // Return success
            return(true);
        }