usingUnityEngine;
usingSystem.Collections;
usingUnityEditor;
usingSystem.IO;
publicclassSlipTexture:EditorWindow
{
publicTexture2DMainTex=null;
[MenuItem("Window/分割图集")]
publicstaticvoidCreateWindows()
{
SlipTexture sp =EditorWindow.CreateInstance<SlipTexture>();
sp.title="分割图集";
sp.Show(true);
}
voidOnGUI()
{
MainTex=EditorGUILayout.ObjectField("mainText",MainTex,typeof(Texture2D))asTexture2D;
if(MainTex!=null)
{
if(GUILayout.Button("导出成小图片"))
{
string path =AssetDatabase.GetAssetPath(MainTex);
TextureImporter importer =AssetImporter.GetAtPath(path)asTextureImporter;
if(importer.textureType!=TextureImporterType.Sprite||
importer.spriteImportMode!=SpriteImportMode.Multiple||
importer.spritesheet.Length==0
)
{
Debug.LogError("当前图片不是Sprite Multiple格式 或者没有分割");
return;
}
importer.isReadable=true;
AssetDatabase.ImportAsset(path);
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
string savepath =EditorUtility.OpenFolderPanel("选择要保存的文件夹",application.dataPath,"");
if(!string.IsNullOrEmpty(savepath))
{
foreach(SpriteMetaData metaDatain importer.spritesheet)//遍历小图集
{
Texture2D myimage =newTexture2D((int)metaData.rect.width,(int)metaData.rect.height);
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,MainTex.GetPixel(x, y));
}
//转换纹理到EncodeToPNG兼容格式
if(myimage.format!=TextureFormat.ARGB32&& myimage.format!=TextureFormat.RGB24)
{
Texture2D newTexture =newTexture2D(myimage.width, myimage.height);
newTexture.SetPixels(myimage.GetPixels(0),0);
myimage= newTexture;
}
byte[] pngData = myimage.EncodeToPNG();
//AssetDatabase.CreateAsset(myimage, rootPath + "/" + image.name + "/" + metaData.name + ".PNG");
File.WriteAllBytes(savepath+"/"+ metaData.name+".PNG", pngData);
}
}
}
}
}
}
判断在不在摄像机裁剪范围void Update() { if (renderer.IsVisibleFrom(Camera.main)) Debug.Log("Visible"); else Debug.Log("Not visible"); }static function IsRenderedFrom(renderer : Renderer, camera : Camera) : boolean{ var planes = GeometryUtility.CalculateFrustumPlanes(camera); return GeometryUtility.TestPlanesAABB(planes, renderer.bounds);}
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