Files
gold_dolphin/unity/Assets/Script/Tools/ImageSlicer.cs
2026-06-20 19:35:25 +08:00

82 lines
3.0 KiB
C#

//using UnityEngine;
//using System.Collections;
//using UnityEditor;
//using System.IO;
//using System.Collections.Generic;
/// < summary >
/// 切割
/// </ summary >
//public static class ImageSlicer
//{
// [MenuItem("Assets/ImageSlicer/Process to Sprites")]
// static void ProcessToSprite()
// {
// Texture2D image = Selection.activeObject as Texture2D;//获取旋转的对象
// string rootPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(image));//获取路径名称
// string path = rootPath + "/" + image.name + ".PNG";//图片路径名称
// TextureImporter texImp = AssetImporter.GetAtPath(path) as TextureImporter;//获取图片入口
// AssetDatabase.CreateFolder(rootPath, image.name);//创建文件夹
// foreach (SpriteMetaData metaData in texImp.spritesheet)//遍历小图集
// {
// Texture2D myimage = new Texture2D((int)metaData.rect.width, (int)metaData.rect.height);
// abc_0: (x: 2.00, y: 400.00, width: 103.00, height: 112.00)
// 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, image.GetPixel(x, y));
// }
// 转换纹理到EncodeToPNG兼容格式
// if (myimage.format != TextureFormat.ARGB32 && myimage.format != TextureFormat.RGB24)
// {
// Texture2D newTexture = new Texture2D(myimage.width, myimage.height);
// newTexture.SetPixels(myimage.GetPixels(0), 0);
// myimage = newTexture;
// }
// DeCompress(myimage);
// var pngData = myimage.EncodeToPNG();
// AssetDatabase.CreateAsset(myimage, rootPath + "/" + image.name + "/" + metaData.name + ".PNG");
// File.WriteAllBytes(rootPath + "/" + image.name + "/" + metaData.name + ".PNG", pngData);
// 刷新资源窗口界面
// AssetDatabase.Refresh();
// }
// }
// / <summary>
// /
// / </summary>
// / <param name = "source" ></ param >
// / < returns ></ returns >
// public static Texture2D DeCompress(Texture2D source)
// {
// RenderTexture renderTex = RenderTexture.GetTemporary(
// source.width,
// source.height,
// 0,
// RenderTextureFormat.Default,
// RenderTextureReadWrite.Linear);
// Graphics.Blit(source, renderTex);
// RenderTexture previous = RenderTexture.active;
// RenderTexture.active = renderTex;
// Texture2D readableText = new Texture2D(source.width, source.height);
// readableText.ReadPixels(new Rect(0, 0, renderTex.width, renderTex.height), 0, 0);
// readableText.Apply();
// RenderTexture.active = previous;
// RenderTexture.ReleaseTemporary(renderTex);
// return readableText;
// }
//}