Unity中使用TexturePacker优化图集
轉自:https://blog.csdn.net/Happy_zailing/article/details/87190150
TexturePacker是一款非常牛逼的打圖集軟件,是一款收費軟件。這是它的官網:https://www.codeandweb.com/texturepacker,大家可以下到最新版本。即便如此,網上還是有很多破解版的(雖然不是最新版的),但是已經夠用了。?
其實Unity本身也有圖集打包功能,但Unity并不想讓開發者知道圖集這個概念。開發的過程中,如果你不想知道圖集的存在,Unity完全可以幫你隱藏得很深,但其實它還在幫你打圖集。對于這種打圖集方式,我很不放心。我還是想像傳統那樣的自己打圖集,并且能看到打好的圖集在哪里,長什么樣,但又能被Unity所識別,即在Unity里能用。那TP就可以派上用場了。這是我用的3.0.3版本的TP。大家可以到這里下載?
:http://pan.baidu.com/s/1bgjlHs。關于TP的用法,本文并不做介紹。本文要做的就是利用TP的命令行來實現完全自動化的圖集打包。?
打開命令行工具并CD到TexturePacker的安裝目錄,輸入 TexturePacker –help,會出現該版本的TP的一些命令行參數。?
下面我們寫代碼來用上這些命令行參數。寫代碼之前先看看我們要打成圖集的小圖們:
好的,上代碼:
#if UNITY_EDITOR
using UnityEngine;
using System.IO;
using UnityEditor;
using System.Text;
using System.Diagnostics;
public class CommandBuild : Editor
{
[MenuItem("Tools/SpritesPacker/CommandBuild")]
public static void BuildTexturePacker()
{
//選擇并設置TP命令行的參數和參數值
string commandText = " --sheet {0}.png --data {1}.xml --format sparrow --trim-mode None --pack-mode Best --algorithm MaxRects --max-size 2048 --size-constraints POT --disable-rotation --scale 1 {2}" ;
string inputPath = string.Format ("{0}/Images", Application.dataPath);//小圖目錄
string outputPath = string.Format ("{0}/TexturePacker", Application.dataPath);//用TP打包好的圖集存放目錄
string[] imagePath = Directory.GetDirectories (inputPath);
for (int i = 0; i < imagePath.Length; i++)
{
UnityEngine.Debug.Log (imagePath [i]);
StringBuilder sb = new StringBuilder("");
string[] fileName = Directory.GetFiles(imagePath[i]);
for (int j = 0; j < fileName.Length; j++)
{
string extenstion = Path.GetExtension(fileName[j]);
if (extenstion == ".png")
{
sb.Append(fileName[j]);
sb.Append(" ");
}
UnityEngine.Debug.Log("fileName [j]:" + fileName[j]);
}
string name = Path.GetFileName(imagePath [i]);
string outputName = string.Format ("{0}/TexturePacker/{1}/{2}", Application.dataPath,name,name);
string sheetName = string.Format("{0}/SheetsByTP/{1}", Application.dataPath, name);
//執行命令行
processCommand("D:\\Program Files (x86)\\CodeAndWeb\\TexturePacker\\bin\\TexturePacker.exe", string.Format(commandText, sheetName, sheetName, sb.ToString()));
}
AssetDatabase.Refresh();
}
private static void processCommand(string command, string argument)
{
ProcessStartInfo start = new ProcessStartInfo(command);
start.Arguments = argument;
start.CreateNoWindow = false;
start.ErrorDialog = true;
start.UseShellExecute = false;
if(start.UseShellExecute){
start.RedirectStandardOutput = false;
start.RedirectStandardError = false;
start.RedirectStandardInput = false;
} else{
start.RedirectStandardOutput = true;
start.RedirectStandardError = true;
start.RedirectStandardInput = true;
start.StandardOutputEncoding = System.Text.UTF8Encoding.UTF8;
start.StandardErrorEncoding = System.Text.UTF8Encoding.UTF8;
}
Process p = Process.Start(start);
if(!start.UseShellExecute)
{
UnityEngine.Debug.Log(p.StandardOutput.ReadToEnd());
UnityEngine.Debug.Log(p.StandardError.ReadToEnd());
}
p.WaitForExit();
p.Close();
}
}
#endif
運行 Tools/SpritesPacker/CommandBuild,并查看SheetsByTP目錄下打包好的圖集:
發現得到了兩個文件,一個就是打包好的大圖,及一個XML格式的配置文件:
但這樣子的圖集,unity并不能用,還需要做進一步的處理。這里先說下原理。在Unity里,一張圖片的格式很多
不同格式有著不同的用途(UGUI用的是Sprite的格式),當我們往Unity里導入圖片時,這張圖片是什么格式由TextureImporter類決定,大家可以去看看這個類的API。然后我們再在Unity里隨便找到一張圖片的 .meta文件,用你喜歡的文本編輯器打開它:
fileFormatVersion: 2
guid: 542eed357a373ac4186621aa69a5ae78
timeCreated: 1456884951
licenseType: Pro
TextureImporter:
fileIDToRecycleName: {}
serializedVersion: 2
mipmaps:
mipMapMode: 0
enableMipMap: 1
linearTexture: 0
correctGamma: 0
fadeOut: 0
borderMipMap: 0
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: .25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 0
cubemapConvolution: 0
cubemapConvolutionSteps: 8
cubemapConvolutionExponent: 1.5
seamlessCubemap: 0
textureFormat: -1
maxTextureSize: 2048
textureSettings:
filterMode: -1
aniso: -1
mipBias: -1
wrapMode: -1
nPOTScale: 1
lightmap: 0
rGBM: 0
compressionQuality: 50
allowsAlphaSplitting: 0
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: .5, y: .5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
alphaIsTransparency: 0
textureType: -1
buildTargetSettings: []
spriteSheet:
sprites: []
spritePackingTag:
userData:
assetBundleName:
assetBundleVariant:
里邊有個spriteSheet的項,在 TextureImporter的API里對應?
發現是一個SpriteMetaData的數組。在看看SpriteMetaData有什么
我們只要把這些信息填好就行。上代碼:
#if UNITY_EDITOR
using UnityEngine;
using System;
using System.IO;
using UnityEditor;
using System.Collections.Generic;
using System.Xml;
public class MySpritesPacker : Editor
{
[MenuItem("Tools/SpritesPacker/TexturePacker")]
public static void BuildTexturePacker()
{
string inputPath = string.Format("{0}/SheetsByTP/", Application.dataPath);
string[] imagePath = Directory.GetFiles(inputPath);
foreach (string path in imagePath)
{
if (Path.GetExtension(path) == ".png" || Path.GetExtension(path) == ".PNG")
{
string sheetPath = GetAssetPath(path);
Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(sheetPath);
Debug.Log(texture.name);
string rootPath = string.Format("{0}/TexturePacker/{1}", Application.dataPath,texture.name);
string pngPath = rootPath + "/" + texture.name + ".png";
TextureImporter asetImp = null;
Dictionary<string, Vector4> tIpterMap = new Dictionary<string,Vector4>();
if (Directory.Exists(rootPath))
{
if(File.Exists(pngPath))
{
Debug.Log("exite: " + pngPath);
asetImp = GetTextureIpter(pngPath);
SaveBoreder(tIpterMap, asetImp);
File.Delete(pngPath);
}
File.Copy(inputPath + texture.name + ".png", pngPath);
}
else
{
Directory.CreateDirectory(rootPath);
File.Copy(inputPath + texture.name + ".png", pngPath);
}
AssetDatabase.Refresh();
FileStream fs = new FileStream(inputPath + texture.name + ".xml", FileMode.Open);
StreamReader sr = new StreamReader(fs);
string jText = sr.ReadToEnd();
fs.Close();
sr.Close();
XmlDocument xml = new XmlDocument();
xml.LoadXml(jText);
XmlNodeList elemList = xml.GetElementsByTagName("SubTexture");
WriteMeta(elemList, texture.name, tIpterMap);
}
}
AssetDatabase.Refresh();
}
//如果這張圖集已經拉好了9宮格,需要先保存起來
static void SaveBoreder(Dictionary<string,Vector4> tIpterMap,TextureImporter tIpter)
{
for(int i = 0,size = tIpter.spritesheet.Length; i < size; i++)
{
tIpterMap.Add(tIpter.spritesheet[i].name, tIpter.spritesheet[i].border);
}
}
static TextureImporter GetTextureIpter(Texture2D texture)
{
TextureImporter textureIpter = null;
string impPath = AssetDatabase.GetAssetPath(texture);
textureIpter = TextureImporter.GetAtPath(impPath) as TextureImporter;
return textureIpter;
}
static TextureImporter GetTextureIpter(string path)
{
TextureImporter textureIpter = null;
Texture2D textureOrg = AssetDatabase.LoadAssetAtPath<Texture2D>(GetAssetPath(path));
string impPath = AssetDatabase.GetAssetPath(textureOrg);
textureIpter = TextureImporter.GetAtPath(impPath) as TextureImporter;
return textureIpter;
}
//寫信息到SpritesSheet里
static void WriteMeta(XmlNodeList elemList, string sheetName,Dictionary<string,Vector4> borders)
{
string path = string.Format("Assets/TexturePacker/{0}/{1}.png", sheetName, sheetName);
Texture2D texture = AssetDatabase.LoadAssetAtPath <Texture2D>(path);
string impPath = AssetDatabase.GetAssetPath(texture);
TextureImporter asetImp = TextureImporter.GetAtPath(impPath) as TextureImporter;
SpriteMetaData[] metaData = new SpriteMetaData[elemList.Count];
for (int i = 0, size = elemList.Count; i < size; i++)
{
XmlElement node = (XmlElement)elemList.Item(i);
Rect rect = new Rect();
rect.x = int.Parse(node.GetAttribute("x"));
rect.y = texture.height - int.Parse(node.GetAttribute("y")) - int.Parse(node.GetAttribute("height"));
rect.width = int.Parse(node.GetAttribute("width"));
rect.height = int.Parse(node.GetAttribute("height"));
metaData[i].rect = rect;
metaData[i].pivot = new Vector2(0.5f, 0.5f);
metaData[i].name = node.GetAttribute("name");
if (borders.ContainsKey(metaData[i].name))
{
metaData[i].border = borders[metaData[i].name];
}
}
asetImp.spritesheet = metaData;
asetImp.textureType = TextureImporterType.Sprite;
asetImp.spriteImportMode = SpriteImportMode.Multiple;
asetImp.mipmapEnabled = false;
asetImp.SaveAndReimport();
}
static string GetAssetPath(string path)
{
string[] seperator = { "Assets" };
string p = "Assets" + path.Split(seperator, StringSplitOptions.RemoveEmptyEntries)[1];
return p;
}
}
internal class TextureIpter
{
public string spriteName = "";
public Vector4 border = new Vector4();
public TextureIpter() { }
public TextureIpter(string spriteName, Vector4 border)
{
this.spriteName = spriteName;
this.border = border;
}
}
#endif
然后點擊 Tools/SpritesPacker/TexturePacker,看看 TexturePacker文件夾,會發現
這樣Unity就用了,為了驗證能用,我們把原來的小圖和在TP里打包的圖集都刪掉,然后創建一些Image,用上我們打包好的圖集里的圖片。?
到此就成功地在Unity用上了用TP打包好的圖集了。?
圖片用到的九宮格信息也在這里哦!
-----------------------------------------------------------修改相關bug-----------------------------------------------------
在上文代碼中
using System.IO;
using UnityEditor;
using System.Collections.Generic;
using System.Xml;
public class MySpritesPacker : Editor
{
[MenuItem("Tools/SpritesPacker/TexturePacker")]
public static void BuildTexturePacker()
{
string inputPath = string.Format("{0}/SheetsByTP/", Application.dataPath);
string[] imagePath = Directory.GetFiles(inputPath);
foreach (string path in imagePath)
{
if (Path.GetExtension(path) == ".png" || Path.GetExtension(path) == ".PNG")
{
string sheetPath = GetAssetPath(path);
Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(sheetPath);
Debug.Log(texture.name);
string rootPath = string.Format("{0}/LuaFramework/Art/Atlas/{1}", Application.dataPath, texture.name);
string pngPath = rootPath + "/" + texture.name + ".png";
//TextureImporter asetImp = null;
Dictionary<string, Vector4> tIpterMap = new Dictionary<string, Vector4>();
if (Directory.Exists(rootPath))
{
if (File.Exists(pngPath))
{
Debug.Log("exite: " + pngPath);
//因為用TexturePacker打圖集的時候軟件并不會記錄原圖的九宮信息,所以保存的九宮信息都是默認的(0,0,0,0),此處注釋掉,在生成圖集meta文件的時候重新添加九宮信息
//asetImp = GetTextureIpter(pngPath);
//SaveBoreder(tIpterMap, asetImp);
File.Delete(pngPath);
}
File.Copy(inputPath + texture.name + ".png", pngPath);
}
else
{
Directory.CreateDirectory(rootPath);
File.Copy(inputPath + texture.name + ".png", pngPath);
}
上文中保存的是打出圖集的九宮切圖,原圖各個小圖的九宮切圖信息丟失
故在生成圖集的meta文件的時候去讀取了原圖的meta文件的九宮切圖信息,添加到圖集的meta文件中(圖集的meta文件中有記錄各個文件的信息的數組)
//寫信息到SpritesSheet里
static void WriteMeta(XmlNodeList elemList, string sheetName, Dictionary<string, Vector4> borders)
{
string path = string.Format("Assets/LuaFramework/Art/Atlas/{0}/{1}.png", sheetName, sheetName);
Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
string impPath = AssetDatabase.GetAssetPath(texture);
TextureImporter asetImp = TextureImporter.GetAtPath(impPath) as TextureImporter;
SpriteMetaData[] metaData = new SpriteMetaData[elemList.Count];
for (int i = 0, size = elemList.Count; i < size; i++)
{
XmlElement node = (XmlElement)elemList.Item(i);
Rect rect = new Rect();
rect.x = int.Parse(node.GetAttribute("x"));
rect.y = texture.height - int.Parse(node.GetAttribute("y")) - int.Parse(node.GetAttribute("height"));
rect.width = int.Parse(node.GetAttribute("width"));
rect.height = int.Parse(node.GetAttribute("height"));
metaData[i].rect = rect;
metaData[i].pivot = new Vector2(0.5f, 0.5f);
metaData[i].name = node.GetAttribute("name");
//讀取源文件的meta文件,獲取spriteBorder九宮信息,寫進圖集中
string _path = string.Format("{0}/LuaFramework/Art/{1}/{2}.png", Application.dataPath,sheetName, node.GetAttribute("name"));
Vector4 _border = GetTextureIpter(_path).spriteBorder;
//if (borders.ContainsKey(metaData[i].name))
//{
metaData[i].border = _border;
//}
}
asetImp.spritesheet = metaData;
asetImp.textureType = TextureImporterType.Sprite;
asetImp.spriteImportMode = SpriteImportMode.Multiple;
asetImp.mipmapEnabled = false;
asetImp.SaveAndReimport();
}
下圖是原圖的九宮切圖信息
下圖是圖集meta文件中各個小圖的信息
總結
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