bea2dce063
test
232 lines
8.5 KiB
C#
232 lines
8.5 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System.IO;
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using System.Collections.Generic;
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using TMPro.EditorUtilities;
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using TMPro.SpriteAssetUtilities;
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namespace TMPro
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{
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public class TMP_SpriteAssetImporter : EditorWindow
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{
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// Create Sprite Asset Editor Window
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[MenuItem("Window/TextMeshPro/Sprite Importer", false, 2026)]
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public static void ShowFontAtlasCreatorWindow()
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{
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var window = GetWindow<TMP_SpriteAssetImporter>();
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window.titleContent = new GUIContent("Sprite Importer");
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window.Focus();
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}
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Texture2D m_SpriteAtlas;
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SpriteAssetImportFormats m_SpriteDataFormat = SpriteAssetImportFormats.TexturePacker;
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TextAsset m_JsonFile;
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string m_CreationFeedback;
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TMP_SpriteAsset m_SpriteAsset;
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List<TMP_Sprite> m_SpriteInfoList = new List<TMP_Sprite>();
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void OnEnable()
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{
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// Set Editor Window Size
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SetEditorWindowSize();
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}
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public void OnGUI()
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{
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DrawEditorPanel();
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}
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void DrawEditorPanel()
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{
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// label
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GUILayout.Label("Import Settings", EditorStyles.boldLabel);
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EditorGUI.BeginChangeCheck();
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// Sprite Texture Selection
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m_JsonFile = EditorGUILayout.ObjectField("Sprite Data Source", m_JsonFile, typeof(TextAsset), false) as TextAsset;
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m_SpriteDataFormat = (SpriteAssetImportFormats)EditorGUILayout.EnumPopup("Import Format", m_SpriteDataFormat);
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// Sprite Texture Selection
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m_SpriteAtlas = EditorGUILayout.ObjectField("Sprite Texture Atlas", m_SpriteAtlas, typeof(Texture2D), false) as Texture2D;
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if (EditorGUI.EndChangeCheck())
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{
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m_CreationFeedback = string.Empty;
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}
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GUILayout.Space(10);
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GUI.enabled = m_JsonFile != null && m_SpriteAtlas != null && m_SpriteDataFormat == SpriteAssetImportFormats.TexturePacker;
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// Create Sprite Asset
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if (GUILayout.Button("Create Sprite Asset"))
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{
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m_CreationFeedback = string.Empty;
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// Read json data file
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if (m_JsonFile != null && m_SpriteDataFormat == SpriteAssetImportFormats.TexturePacker)
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{
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TexturePacker.SpriteDataObject sprites = JsonUtility.FromJson<TexturePacker.SpriteDataObject>(m_JsonFile.text);
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if (sprites != null && sprites.frames != null && sprites.frames.Count > 0)
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{
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int spriteCount = sprites.frames.Count;
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// Update import results
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m_CreationFeedback = "<b>Import Results</b>\n--------------------\n";
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m_CreationFeedback += "<color=#C0ffff><b>" + spriteCount + "</b></color> Sprites were imported from file.";
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// Create sprite info list
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m_SpriteInfoList = CreateSpriteInfoList(sprites);
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}
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}
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}
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GUI.enabled = true;
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// Creation Feedback
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GUILayout.Space(5);
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GUILayout.BeginVertical(EditorStyles.helpBox, GUILayout.Height(60));
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{
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EditorGUILayout.LabelField(m_CreationFeedback, TMP_UIStyleManager.label);
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}
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GUILayout.EndVertical();
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GUILayout.Space(5);
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GUI.enabled = m_JsonFile != null && m_SpriteAtlas && m_SpriteInfoList != null && m_SpriteInfoList.Count > 0; // Enable Save Button if font_Atlas is not Null.
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if (GUILayout.Button("Save Sprite Asset") && m_JsonFile != null)
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{
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string filePath = EditorUtility.SaveFilePanel("Save Sprite Asset File", new FileInfo(AssetDatabase.GetAssetPath(m_JsonFile)).DirectoryName, m_JsonFile.name, "asset");
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if (filePath.Length == 0)
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return;
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SaveSpriteAsset(filePath);
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}
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GUI.enabled = true;
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}
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/// <summary>
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///
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/// </summary>
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List<TMP_Sprite> CreateSpriteInfoList(TexturePacker.SpriteDataObject spriteDataObject)
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{
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List<TexturePacker.SpriteData> importedSprites = spriteDataObject.frames;
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List<TMP_Sprite> spriteInfoList = new List<TMP_Sprite>();
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for (int i = 0; i < importedSprites.Count; i++)
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{
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TMP_Sprite sprite = new TMP_Sprite();
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sprite.id = i;
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sprite.name = Path.GetFileNameWithoutExtension(importedSprites[i].filename) ?? "";
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sprite.hashCode = TMP_TextUtilities.GetSimpleHashCode(sprite.name);
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// Attempt to extract Unicode value from name
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int unicode;
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int indexOfSeperator = sprite.name.IndexOf('-');
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if (indexOfSeperator != -1)
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unicode = TMP_TextUtilities.StringHexToInt(sprite.name.Substring(indexOfSeperator + 1));
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else
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unicode = TMP_TextUtilities.StringHexToInt(sprite.name);
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sprite.unicode = unicode;
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sprite.x = importedSprites[i].frame.x;
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sprite.y = m_SpriteAtlas.height - (importedSprites[i].frame.y + importedSprites[i].frame.h);
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sprite.width = importedSprites[i].frame.w;
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sprite.height = importedSprites[i].frame.h;
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//Calculate sprite pivot position
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sprite.pivot = importedSprites[i].pivot;
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// Properties the can be modified
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sprite.xAdvance = sprite.width;
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sprite.scale = 1.0f;
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sprite.xOffset = 0 - (sprite.width * sprite.pivot.x);
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sprite.yOffset = sprite.height - (sprite.height * sprite.pivot.y);
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spriteInfoList.Add(sprite);
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}
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return spriteInfoList;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="filePath"></param>
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void SaveSpriteAsset(string filePath)
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{
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filePath = filePath.Substring(0, filePath.Length - 6); // Trim file extension from filePath.
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string dataPath = Application.dataPath;
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if (filePath.IndexOf(dataPath, System.StringComparison.InvariantCultureIgnoreCase) == -1)
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{
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Debug.LogError("You're saving the font asset in a directory outside of this project folder. This is not supported. Please select a directory under \"" + dataPath + "\"");
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return;
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}
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string relativeAssetPath = filePath.Substring(dataPath.Length - 6);
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string dirName = Path.GetDirectoryName(relativeAssetPath);
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string fileName = Path.GetFileNameWithoutExtension(relativeAssetPath);
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string pathNoExt = dirName + "/" + fileName;
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// Create new Sprite Asset using this texture
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m_SpriteAsset = CreateInstance<TMP_SpriteAsset>();
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AssetDatabase.CreateAsset(m_SpriteAsset, pathNoExt + ".asset");
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// Compute the hash code for the sprite asset.
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m_SpriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode(m_SpriteAsset.name);
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// Assign new Sprite Sheet texture to the Sprite Asset.
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m_SpriteAsset.spriteSheet = m_SpriteAtlas;
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m_SpriteAsset.spriteInfoList = m_SpriteInfoList;
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// Add new default material for sprite asset.
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AddDefaultMaterial(m_SpriteAsset);
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}
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/// <summary>
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/// Create and add new default material to sprite asset.
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/// </summary>
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/// <param name="spriteAsset"></param>
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static void AddDefaultMaterial(TMP_SpriteAsset spriteAsset)
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{
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Shader shader = Shader.Find("TextMeshPro/Sprite");
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Material material = new Material(shader);
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material.SetTexture(ShaderUtilities.ID_MainTex, spriteAsset.spriteSheet);
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spriteAsset.material = material;
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material.hideFlags = HideFlags.HideInHierarchy;
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AssetDatabase.AddObjectToAsset(material, spriteAsset);
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}
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/// <summary>
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/// Limits the minimum size of the editor window.
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/// </summary>
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void SetEditorWindowSize()
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{
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EditorWindow editorWindow = this;
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Vector2 currentWindowSize = editorWindow.minSize;
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editorWindow.minSize = new Vector2(Mathf.Max(230, currentWindowSize.x), Mathf.Max(300, currentWindowSize.y));
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}
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}
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} |