UnityEditor.TextureImporterSettings.ApplyTextureType C# (CSharp) Method

ApplyTextureType() public method

public ApplyTextureType ( TextureImporterType type ) : void
type TextureImporterType
return void
        public void ApplyTextureType(TextureImporterType type)
        {
            Internal_ApplyTextureType(this, type);
        }

Same methods

TextureImporterSettings::ApplyTextureType ( TextureImporterType type, bool applyAll ) : void

Usage Example

    /// <summary>
    /// 把纹理放到编辑器中去
    /// </summary>
    /// <param name="ps"></param>
    private static Texture2D AssembleTexture(ParticleSystem ps, Dictionary <int, object> resource)
    {
        Texture2D tex2D = null;
        Texture3D tex   = resource[ps.TexId] as Texture3D;

        if (tex.IsATF)
        {
        }
        else
        {
            //实例化一个Texture2D,宽和高设置可以是任意的,因为当使用LoadImage方法会对Texture2D的宽和高会做相应的调整
            //Texture2D tex2D = new Texture2D(1,1);
            //tex2D.LoadImage(tex.Data);
            var fileName = string.Empty;
            //if (!File.Exists(SceneFileCopy.GetAbsoluteTextureDir() + tex.Name))
            {
                fileName = tex.Name;
                ps.UnityResourceParam.Texture2DPath = SceneFileCopy.GetRelativeTextureDir(ps.RootFileName) + fileName;
            }
            //else
            //{
            //    fileName = tex.Name.Substring(0, UnityEngine.Mathf.Max(0, tex.Name.Length - 4)) + "_" + Guid.NewGuid().ToString() + tex.Name.Substring(tex.Name.Length - 4, 4);
            //    ps.UnityResourceParam.Texture2DPath = SceneFileCopy.GetRelativeTextureDir() + fileName;
            //}
            ps.UnityResourceParam.Texture2DPath = SceneFileCopy.GetRelativeTextureDir(ps.RootFileName) + fileName;
            SaveFile(SceneFileCopy.GetAbsoluteTextureDir(ps.RootFileName) + fileName, tex.Data);
            tex2D = UnityEditor.AssetDatabase.LoadAssetAtPath(ps.UnityResourceParam.Texture2DPath, typeof(Texture2D)) as Texture2D;
            UnityEditor.TextureImporter         textureImporter = UnityEditor.AssetImporter.GetAtPath(ps.UnityResourceParam.Texture2DPath) as UnityEditor.TextureImporter;
            UnityEditor.TextureImporterSettings settings        = new UnityEditor.TextureImporterSettings();
            textureImporter.ReadTextureSettings(settings);
            settings.ApplyTextureType(UnityEditor.TextureImporterType.Default);
            textureImporter.SetTextureSettings(settings);
            textureImporter.textureType = UnityEditor.TextureImporterType.Default;
            //使用透明度
            textureImporter.alphaIsTransparency = true;
            textureImporter.isReadable          = true;
            textureImporter.filterMode          = (UnityEngine.FilterMode)tex.FilterMode;
            textureImporter.wrapMode            = (UnityEngine.TextureWrapMode)tex.WrapMode;
            textureImporter.mipmapEnabled       = tex.MipMode > 0;
            UnityEditor.AssetDatabase.ImportAsset(ps.UnityResourceParam.Texture2DPath);
        }
        UnityEditor.AssetDatabase.Refresh();
        return(tex2D);
    }
All Usage Examples Of UnityEditor.TextureImporterSettings::ApplyTextureType