Unity教程之-Unity3d中Sprite(精灵)的切割和导出

 

Unity中经常使用到精灵,尤其是2D游戏中制作动画等!今天我们就学习下精灵的切割和导出吧!

废话不多说,先建议空的工程。

1,打开Unity建工程,同时导入素材进行资源分类,工程不在于大小,这是我们对待它的态度!

 

2.开始分割精灵,三步走!

 

编辑精灵.


开始分割精灵

Apply一下,看下分割的精灵,0-9共9个。

贴精灵导出代码:


using UnityEngine;
using UnityEditor;
public class SpriteTailed:MonoBehaviour
{
[MenuItem("Tools/导出精灵")]
static void SaveSprite()
{
string resourcesPath = "Assets/Resources/";
foreach (Object obj in Selection.objects)
{
string selectionPath = AssetDatabase.GetAssetPath(obj);

// 必须最上级是"Assets/Resources/"
if (selectionPath.StartsWith(resourcesPath))
{
string selectionExt = System.IO.Path.GetExtension(selectionPath);
if (selectionExt.Length == 0)
{
continue;
}

// 从路径"Assets/Resources/Sprite/number.png"得到路径"Sprite/number"
string loadPath = selectionPath.Remove(selectionPath.Length - selectionExt.Length);
loadPath = loadPath.Substring(resourcesPath.Length);

// 加载此文件下的所有资源
Sprite[] sprites = Resources.LoadAll<Sprite>(loadPath);
if (sprites.Length > 0)
{
Debug.Log(sprites.Length);
// 创建导出文件夹
string outPath = Application.dataPath + "/outSprite/" + loadPath;
System.IO.Directory.CreateDirectory(outPath);

foreach (Sprite sprite in sprites)
{
Debug.Log("Export Sprite:" + sprite.name);
// 创建单独的纹理
Texture2D tex = new Texture2D((int)sprite.rect.width, (int)sprite.rect.height, sprite.texture.format, false);
tex.SetPixels(sprite.texture.GetPixels((int)sprite.rect.xMin, (int)sprite.rect.yMin,
(int)sprite.rect.width, (int)sprite.rect.height));
tex.Apply();

// 写入成PNG文件
System.IO.File.WriteAllBytes(outPath + "/" + sprite.name + ".png", tex.EncodeToPNG());
}
Debug.Log("SaveSprite to " + outPath);
}
}
}
Debug.Log("SaveSprite Finished");
}
}

将脚本挂到MainCamera上,点击Tools/导出精灵:

OK,大功告成,好了,本篇unity3d教程关于Sprite精灵的切割和导出到此结束,下篇我们再会!