| | |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using UnityEditor; |
| | | using System.IO; |
| | | using System; |
| | | using UnityEditor.U2D; |
| | | using UnityEngine.U2D; |
| | | |
| | | |
| | | using System.Collections;
|
| | | using System.Collections.Generic;
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| | | using UnityEngine;
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| | | using UnityEditor;
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| | | using System.IO;
|
| | | using System;
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| | | using UnityEditor.U2D;
|
| | | using UnityEngine.U2D;
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| | |
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| | |
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| | | public class UpdateSpritePackingSetting
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| | | { |
| | | static string rootPath = Application.dataPath + "/ResourcesOut/Sprite"; |
| | | {
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| | | static string rootPath = Application.dataPath + "/ResourcesOut/Sprite";
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| | | static string spriteRelativePath = "Assets/ResourcesOut/Sprite";
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| | |
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| | | [MenuItem("程序/Sprite/标准化Sprite设置")] |
| | | [MenuItem("程序/Sprite/标准化Sprite设置")]
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| | | public static void UpdateAllSpritePackingSetting()
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| | | {
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| | | var path = "Assets/Editor/SpritePacking/SpriteSettings.asset";
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| | |
| | |
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| | | foreach (var setting in so.spriteSettings)
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| | | {
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| | | var directoryPath = StringUtility.Contact(rootPath, Path.DirectorySeparatorChar, setting.folderName);
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| | | var directoryPath = StringUtility.Contact(rootPath, Path.DirectorySeparatorChar.ToString(), setting.folderName);
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| | |
|
| | | if (!Directory.Exists(directoryPath))
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| | | {
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| | |
| | | int index = 0;
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| | | foreach (SpriteSettingConfig.SpriteSetting setting in so.spriteSettings)
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| | | {
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| | | var directoryPath = StringUtility.Contact(rootPath, Path.DirectorySeparatorChar, setting.folderName);
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| | | var directoryPath = StringUtility.Contact(rootPath, Path.DirectorySeparatorChar.ToString(), setting.folderName);
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| | |
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| | | if (!Directory.Exists(directoryPath))
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| | | {
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| | |
| | | AssetDatabase.Refresh();
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| | | }
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| | |
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| | | |
| | | |
| | |
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| | | /// <summary>
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| | | /// 每个图集的所有图片路径 -- 记得用之前清空
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