1252 lines
34 KiB
C#
1252 lines
34 KiB
C#
//-------------------------------------------------
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// NGUI: Next-Gen UI kit
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// Copyright © 2011-2019 Tasharen Entertainment Inc
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//-------------------------------------------------
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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/// <summary>
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/// Atlas maker lets you create atlases from a bunch of small textures. It's an alternative to using the external Texture Packer.
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/// </summary>
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public class UIAtlasMaker : EditorWindow
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{
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static public UIAtlasMaker instance;
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public class SpriteEntry : UISpriteData
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{
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// Sprite texture -- original texture or a temporary texture
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public Texture2D tex;
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// Temporary game object -- used to prevent Unity from unloading the texture
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public GameObject tempGO;
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// Temporary material -- same usage as the temporary game object
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public Material tempMat;
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// Whether the texture is temporary and should be deleted
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public bool temporaryTexture = false;
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/// <summary>
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/// HACK: Prevent Unity from unloading temporary textures.
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/// Discovered by "alexkring": http://www.tasharen.com/forum/index.php?topic=3079.45
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/// </summary>
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public void SetTexture (Color32[] newPixels, int newWidth, int newHeight)
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{
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Release();
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temporaryTexture = true;
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tex = new Texture2D(newWidth, newHeight);
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tex.name = name;
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tex.SetPixels32(newPixels);
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tex.Apply();
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var atlas = NGUISettings.atlas;
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tempMat = atlas.spriteMaterial;
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if (tempMat == null) return;
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tempMat = new Material(tempMat);
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tempMat.hideFlags = HideFlags.HideAndDontSave;
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tempMat.SetTexture("_MainTex", tex);
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tempGO = EditorUtility.CreateGameObjectWithHideFlags(name, HideFlags.HideAndDontSave, typeof(MeshRenderer));
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tempGO.GetComponent<MeshRenderer>().sharedMaterial = tempMat;
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}
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/// <summary>
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/// Release temporary resources.
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/// </summary>
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public void Release ()
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{
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if (temporaryTexture)
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{
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Object.DestroyImmediate(tempGO);
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Object.DestroyImmediate(tempMat);
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Object.DestroyImmediate(tex);
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tempGO = null;
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tempMat = null;
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tex = null;
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temporaryTexture = false;
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}
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}
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}
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Vector2 mScroll = Vector2.zero;
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List<string> mDelNames = new List<string>();
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INGUIAtlas mLastAtlas;
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void OnEnable () { instance = this; }
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void OnDisable () { instance = null; }
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/// <summary>
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/// Atlas selection callback.
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/// </summary>
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void OnSelectAtlas (Object obj)
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{
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// Legacy atlas support
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if (obj != null && obj is GameObject) obj = (obj as GameObject).GetComponent<UIAtlas>();
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if (NGUISettings.atlas != obj as INGUIAtlas)
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{
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NGUISettings.atlas = obj as INGUIAtlas;
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Repaint();
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}
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}
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/// <summary>
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/// Refresh the window on selection.
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/// </summary>
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void OnSelectionChange () { mDelNames.Clear(); Repaint(); }
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/// <summary>
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/// Helper function that retrieves the list of currently selected textures.
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/// </summary>
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List<Texture> GetSelectedTextures ()
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{
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var textures = new List<Texture>();
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var names = new List<string>();
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if (Selection.objects != null && Selection.objects.Length > 0)
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{
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var objects = Selection.GetFiltered(typeof(Texture), SelectionMode.DeepAssets);
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foreach (Object o in objects)
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{
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var tex = o as Texture;
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if (tex == null || tex.name == "Font Texture") continue;
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if (names.Contains(tex.name)) continue;
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var atlas = NGUISettings.atlas;
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if (atlas == null)
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{
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names.Add(tex.name);
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textures.Add(tex);
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continue;
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}
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var t = atlas.texture;
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if (t != tex)
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{
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names.Add(tex.name);
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textures.Add(tex);
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}
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}
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}
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return textures;
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}
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/// <summary>
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/// Load the specified list of textures as Texture2Ds, fixing their import properties as necessary.
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/// </summary>
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static List<Texture2D> LoadTextures (List<Texture> textures)
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{
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List<Texture2D> list = new List<Texture2D>();
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foreach (Texture tex in textures)
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{
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Texture2D t2 = NGUIEditorTools.ImportTexture(tex, true, false, true);
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if (t2 != null) list.Add(t2);
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}
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return list;
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}
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/// <summary>
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/// Used to sort the sprites by pixels used
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/// </summary>
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static int Compare (SpriteEntry a, SpriteEntry b)
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{
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// A is null b is not b is greater so put it at the front of the list
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if (a == null && b != null) return 1;
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// A is not null b is null a is greater so put it at the front of the list
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if (a != null && b == null) return -1;
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// Get the total pixels used for each sprite
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int aPixels = a.width * a.height;
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int bPixels = b.width * b.height;
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if (aPixels > bPixels) return -1;
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else if (aPixels < bPixels) return 1;
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return 0;
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}
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/// <summary>
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/// Pack all of the specified sprites into a single texture, updating the outer and inner rects of the sprites as needed.
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/// </summary>
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static bool PackTextures (Texture2D tex, List<SpriteEntry> sprites)
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{
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Texture2D[] textures = new Texture2D[sprites.Count];
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Rect[] rects;
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#if UNITY_3_5 || UNITY_4_0
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int maxSize = 4096;
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#else
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int maxSize = SystemInfo.maxTextureSize;
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#endif
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#if UNITY_ANDROID || UNITY_IPHONE
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maxSize = Mathf.Min(maxSize, NGUISettings.allow4096 ? 4096 : 2048);
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#endif
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if (NGUISettings.unityPacking)
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{
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for (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex;
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rects = tex.PackTextures(textures, NGUISettings.atlasPadding, maxSize);
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}
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else
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{
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sprites.Sort(Compare);
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for (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex;
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rects = UITexturePacker.PackTextures(tex, textures, 4, 4, NGUISettings.atlasPadding, maxSize);
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}
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for (int i = 0; i < sprites.Count; ++i)
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{
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Rect rect = NGUIMath.ConvertToPixels(rects[i], tex.width, tex.height, true);
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// Apparently Unity can take the liberty of destroying temporary textures without any warning
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if (textures[i] == null) return false;
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// Make sure that we don't shrink the textures
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if (Mathf.RoundToInt(rect.width) != textures[i].width) return false;
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SpriteEntry se = sprites[i];
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se.x = Mathf.RoundToInt(rect.x);
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se.y = Mathf.RoundToInt(rect.y);
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se.width = Mathf.RoundToInt(rect.width);
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se.height = Mathf.RoundToInt(rect.height);
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}
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return true;
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}
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/// <summary>
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/// Helper function that creates a single sprite list from both the atlas's sprites as well as selected textures.
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/// Dictionary value meaning:
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/// 0 = No change
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/// 1 = Update
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/// 2 = Add
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/// </summary>
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Dictionary<string, int> GetSpriteList (List<Texture> textures)
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{
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var spriteList = new Dictionary<string, int>();
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// If we have textures to work with, include them as well
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if (textures.Count > 0)
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{
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List<string> texNames = new List<string>();
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foreach (Texture tex in textures) texNames.Add(tex.name);
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texNames.Sort();
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foreach (string tex in texNames) spriteList.Add(tex, 2);
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}
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var atlas = NGUISettings.atlas;
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if (atlas != null)
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{
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var spriteNames = atlas.GetListOfSprites();
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if (spriteNames != null)
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{
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foreach (string sp in spriteNames)
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{
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if (spriteList.ContainsKey(sp)) spriteList[sp] = 1;
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else spriteList.Add(sp, 0);
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}
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}
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}
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return spriteList;
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}
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/// <summary>
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/// Add a new sprite to the atlas, given the texture it's coming from and the packed rect within the atlas.
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/// </summary>
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static public UISpriteData AddSprite (List<UISpriteData> sprites, SpriteEntry se)
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{
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// See if this sprite already exists
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foreach (UISpriteData sp in sprites)
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{
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if (sp.name == se.name)
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{
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sp.CopyFrom(se);
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return sp;
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}
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}
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UISpriteData sprite = new UISpriteData();
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sprite.CopyFrom(se);
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sprites.Add(sprite);
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return sprite;
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}
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/// <summary>
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/// Create a list of sprites using the specified list of textures.
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/// </summary>
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static public List<SpriteEntry> CreateSprites (List<Texture> textures)
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{
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List<SpriteEntry> list = new List<SpriteEntry>();
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foreach (Texture tex in textures)
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{
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Texture2D oldTex = NGUIEditorTools.ImportTexture(tex, true, false, true);
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if (oldTex == null) oldTex = tex as Texture2D;
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if (oldTex == null) continue;
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// If we aren't doing trimming, just use the texture as-is
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if (!NGUISettings.atlasTrimming && !NGUISettings.atlasPMA)
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{
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SpriteEntry sprite = new SpriteEntry();
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sprite.SetRect(0, 0, oldTex.width, oldTex.height);
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sprite.tex = oldTex;
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sprite.name = oldTex.name;
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sprite.temporaryTexture = false;
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list.Add(sprite);
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continue;
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}
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// If we want to trim transparent pixels, there is more work to be done
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Color32[] pixels = oldTex.GetPixels32();
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int xmin = oldTex.width;
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int xmax = 0;
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int ymin = oldTex.height;
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int ymax = 0;
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int oldWidth = oldTex.width;
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int oldHeight = oldTex.height;
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// Find solid pixels
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if (NGUISettings.atlasTrimming)
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{
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for (int y = 0, yw = oldHeight; y < yw; ++y)
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{
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for (int x = 0, xw = oldWidth; x < xw; ++x)
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{
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Color32 c = pixels[y * xw + x];
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if (c.a != 0)
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{
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if (y < ymin) ymin = y;
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if (y > ymax) ymax = y;
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if (x < xmin) xmin = x;
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if (x > xmax) xmax = x;
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}
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}
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}
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}
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else
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{
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xmin = 0;
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xmax = oldWidth - 1;
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ymin = 0;
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ymax = oldHeight - 1;
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}
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int newWidth = (xmax - xmin) + 1;
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int newHeight = (ymax - ymin) + 1;
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if (newWidth > 0 && newHeight > 0)
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{
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SpriteEntry sprite = new SpriteEntry();
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sprite.x = 0;
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sprite.y = 0;
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sprite.width = oldTex.width;
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sprite.height = oldTex.height;
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// If the dimensions match, then nothing was actually trimmed
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if (!NGUISettings.atlasPMA && (newWidth == oldWidth && newHeight == oldHeight))
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{
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sprite.tex = oldTex;
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sprite.name = oldTex.name;
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sprite.temporaryTexture = false;
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}
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else
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{
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// Copy the non-trimmed texture data into a temporary buffer
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Color32[] newPixels = new Color32[newWidth * newHeight];
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for (int y = 0; y < newHeight; ++y)
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{
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for (int x = 0; x < newWidth; ++x)
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{
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int newIndex = y * newWidth + x;
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int oldIndex = (ymin + y) * oldWidth + (xmin + x);
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if (NGUISettings.atlasPMA) newPixels[newIndex] = NGUITools.ApplyPMA(pixels[oldIndex]);
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else newPixels[newIndex] = pixels[oldIndex];
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}
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}
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// Create a new texture
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sprite.name = oldTex.name;
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sprite.SetTexture(newPixels, newWidth, newHeight);
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// Remember the padding offset
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sprite.SetPadding(xmin, ymin, oldWidth - newWidth - xmin, oldHeight - newHeight - ymin);
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}
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list.Add(sprite);
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}
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}
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return list;
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}
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/// <summary>
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/// Release all temporary textures created for the sprites.
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/// </summary>
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static public void ReleaseSprites (List<SpriteEntry> sprites)
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{
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foreach (SpriteEntry se in sprites) se.Release();
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Resources.UnloadUnusedAssets();
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}
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/// <summary>
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/// Replace the sprites within the atlas.
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/// </summary>
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static public void ReplaceSprites (INGUIAtlas atlas, List<SpriteEntry> sprites)
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{
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if (atlas == null) return;
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// Get the list of sprites we'll be updating
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List<UISpriteData> kept = new List<UISpriteData>();
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var spriteList = atlas.spriteList;
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// Run through all the textures we added and add them as sprites to the atlas
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for (int i = 0; i < sprites.Count; ++i)
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{
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var se = sprites[i];
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var sprite = AddSprite(spriteList, se);
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kept.Add(sprite);
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}
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// Remove unused sprites
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for (int i = spriteList.Count; i > 0; )
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{
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var sp = spriteList[--i];
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if (!kept.Contains(sp)) spriteList.RemoveAt(i);
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}
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// Sort the sprites so that they are alphabetical within the atlas
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atlas.SortAlphabetically();
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atlas.MarkAsChanged();
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}
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/// <summary>
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/// Duplicate the specified sprite.
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/// </summary>
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static public SpriteEntry DuplicateSprite (INGUIAtlas atlas, string spriteName)
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{
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if (atlas == null || atlas.texture == null) return null;
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var sd = atlas.GetSprite(spriteName);
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if (sd == null) return null;
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var tex = NGUIEditorTools.ImportTexture(atlas.texture, true, true, false);
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SpriteEntry se = ExtractSprite(sd, tex);
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if (se != null)
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{
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se.name = se.name + " (Copy)";
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var sprites = new List<UIAtlasMaker.SpriteEntry>();
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UIAtlasMaker.ExtractSprites(atlas, sprites);
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sprites.Add(se);
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UIAtlasMaker.UpdateAtlas(atlas, sprites);
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se.Release();
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}
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else NGUIEditorTools.ImportTexture(atlas.texture, false, false, !atlas.premultipliedAlpha);
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return se;
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}
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/// <summary>
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/// Duplicate the specified sprite.
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/// </summary>
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static public SpriteEntry DuplicateSprite (NGUIAtlas atlas, string spriteName)
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{
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if (atlas == null || atlas.texture == null) return null;
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UISpriteData sd = atlas.GetSprite(spriteName);
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if (sd == null) return null;
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Texture2D tex = NGUIEditorTools.ImportTexture(atlas.texture, true, true, false);
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SpriteEntry se = ExtractSprite(sd, tex);
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if (se != null)
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{
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se.name = se.name + " (Copy)";
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List<UIAtlasMaker.SpriteEntry> sprites = new List<UIAtlasMaker.SpriteEntry>();
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UIAtlasMaker.ExtractSprites(atlas, sprites);
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sprites.Add(se);
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UIAtlasMaker.UpdateAtlas(atlas, sprites);
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se.Release();
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}
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else NGUIEditorTools.ImportTexture(atlas.texture, false, false, !atlas.premultipliedAlpha);
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return se;
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}
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/// <summary>
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/// Extract the specified sprite from the atlas.
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/// </summary>
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static public SpriteEntry ExtractSprite (INGUIAtlas atlas, string spriteName)
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{
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if (atlas == null || atlas.texture == null) return null;
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var sd = atlas.GetSprite(spriteName);
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if (sd == null) return null;
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var tex = NGUIEditorTools.ImportTexture(atlas.texture, true, true, false);
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var se = ExtractSprite(sd, tex);
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NGUIEditorTools.ImportTexture(atlas.texture, false, false, !atlas.premultipliedAlpha);
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return se;
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}
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/// <summary>
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/// Extract the specified sprite from the atlas texture.
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/// </summary>
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static SpriteEntry ExtractSprite (UISpriteData es, Texture2D tex)
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{
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return (tex != null) ? ExtractSprite(es, tex.GetPixels32(), tex.width, tex.height) : null;
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}
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/// <summary>
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/// Extract the specified sprite from the atlas texture.
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/// </summary>
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static SpriteEntry ExtractSprite (UISpriteData es, Color32[] oldPixels, int oldWidth, int oldHeight)
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{
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int xmin = Mathf.Clamp(es.x, 0, oldWidth);
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int ymin = Mathf.Clamp(es.y, 0, oldHeight);
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int xmax = Mathf.Min(xmin + es.width, oldWidth - 1);
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int ymax = Mathf.Min(ymin + es.height, oldHeight - 1);
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int newWidth = Mathf.Clamp(es.width, 0, oldWidth);
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int newHeight = Mathf.Clamp(es.height, 0, oldHeight);
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if (newWidth == 0 || newHeight == 0) return null;
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var newPixels = new Color32[newWidth * newHeight];
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|
|
for (int y = 0; y < newHeight; ++y)
|
|
{
|
|
int cy = ymin + y;
|
|
if (cy > ymax) cy = ymax;
|
|
|
|
for (int x = 0; x < newWidth; ++x)
|
|
{
|
|
int cx = xmin + x;
|
|
if (cx > xmax) cx = xmax;
|
|
|
|
int newIndex = (newHeight - 1 - y) * newWidth + x;
|
|
int oldIndex = (oldHeight - 1 - cy) * oldWidth + cx;
|
|
|
|
newPixels[newIndex] = oldPixels[oldIndex];
|
|
}
|
|
}
|
|
|
|
// Create a new sprite
|
|
var sprite = new SpriteEntry();
|
|
sprite.CopyFrom(es);
|
|
sprite.SetRect(0, 0, newWidth, newHeight);
|
|
sprite.SetTexture(newPixels, newWidth, newHeight);
|
|
return sprite;
|
|
}
|
|
|
|
static Texture2D atlasTexture
|
|
{
|
|
get
|
|
{
|
|
var atlas = NGUISettings.atlas;
|
|
if (atlas != null) return atlas.texture as Texture2D;
|
|
return null;
|
|
}
|
|
}
|
|
|
|
static List<UISpriteData> spriteList
|
|
{
|
|
get
|
|
{
|
|
var atlas = NGUISettings.atlas;
|
|
if (atlas != null) return atlas.spriteList;
|
|
return null;
|
|
}
|
|
}
|
|
|
|
static bool premultipliedAlpha
|
|
{
|
|
get
|
|
{
|
|
var atlas = NGUISettings.atlas;
|
|
if (atlas != null) return atlas.premultipliedAlpha;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static Material spriteMaterial
|
|
{
|
|
get
|
|
{
|
|
var atlas = NGUISettings.atlas;
|
|
if (atlas != null) return atlas.spriteMaterial;
|
|
return null;
|
|
}
|
|
set
|
|
{
|
|
var atlas = NGUISettings.atlas;
|
|
if (atlas != null) atlas.spriteMaterial = value;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Extract sprites from the atlas, adding them to the list.
|
|
/// </summary>
|
|
|
|
static public void ExtractSprites (INGUIAtlas atlas, List<SpriteEntry> finalSprites)
|
|
{
|
|
ShowProgress(0f);
|
|
|
|
// Make the atlas texture readable
|
|
var tex = NGUIEditorTools.ImportTexture(atlasTexture, true, true, false);
|
|
|
|
if (tex != null)
|
|
{
|
|
var sprites = spriteList;
|
|
|
|
if (sprites != null)
|
|
{
|
|
Color32[] pixels = null;
|
|
int width = tex.width;
|
|
int height = tex.height;
|
|
float count = sprites.Count;
|
|
int index = 0;
|
|
|
|
foreach (UISpriteData es in sprites)
|
|
{
|
|
ShowProgress((index++) / count);
|
|
|
|
bool found = false;
|
|
|
|
foreach (SpriteEntry fs in finalSprites)
|
|
{
|
|
if (es.name == fs.name)
|
|
{
|
|
fs.CopyBorderFrom(es);
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
{
|
|
if (pixels == null) pixels = tex.GetPixels32();
|
|
SpriteEntry sprite = ExtractSprite(es, pixels, width, height);
|
|
if (sprite != null) finalSprites.Add(sprite);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// The atlas no longer needs to be readable
|
|
NGUIEditorTools.ImportTexture(atlasTexture, false, false, !premultipliedAlpha);
|
|
ShowProgress(1f);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Combine all sprites into a single texture and save it to disk.
|
|
/// </summary>
|
|
|
|
static public bool UpdateTexture (INGUIAtlas atlas, List<SpriteEntry> sprites)
|
|
{
|
|
// Get the texture for the atlas
|
|
var tex = atlasTexture;
|
|
var oldPath = (tex != null) ? AssetDatabase.GetAssetPath(tex.GetInstanceID()) : "";
|
|
var newPath = NGUIEditorTools.GetSaveableTexturePath(atlas as Object, atlasTexture);
|
|
|
|
// Clear the read-only flag in texture file attributes
|
|
if (System.IO.File.Exists(newPath))
|
|
{
|
|
System.IO.FileAttributes newPathAttrs = System.IO.File.GetAttributes(newPath);
|
|
newPathAttrs &= ~System.IO.FileAttributes.ReadOnly;
|
|
System.IO.File.SetAttributes(newPath, newPathAttrs);
|
|
}
|
|
|
|
bool newTexture = (tex == null || oldPath != newPath);
|
|
|
|
if (newTexture)
|
|
{
|
|
// Create a new texture for the atlas
|
|
tex = new Texture2D(1, 1, TextureFormat.ARGB32, false);
|
|
}
|
|
else
|
|
{
|
|
// Make the atlas readable so we can save it
|
|
tex = NGUIEditorTools.ImportTexture(oldPath, true, false, false);
|
|
}
|
|
|
|
// Pack the sprites into this texture
|
|
if (PackTextures(tex, sprites))
|
|
{
|
|
byte[] bytes = tex.EncodeToPNG();
|
|
System.IO.File.WriteAllBytes(newPath, bytes);
|
|
bytes = null;
|
|
|
|
// Load the texture we just saved as a Texture2D
|
|
AssetDatabase.SaveAssets();
|
|
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
|
|
tex = NGUIEditorTools.ImportTexture(newPath, false, true, !premultipliedAlpha);
|
|
|
|
// Update the atlas texture
|
|
if (newTexture)
|
|
{
|
|
if (tex == null) Debug.LogError("Failed to load the created atlas saved as " + newPath);
|
|
else spriteMaterial.mainTexture = tex;
|
|
ReleaseSprites(sprites);
|
|
|
|
AssetDatabase.SaveAssets();
|
|
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (!newTexture) NGUIEditorTools.ImportTexture(oldPath, false, true, !premultipliedAlpha);
|
|
|
|
//Debug.LogError("Operation canceled: The selected sprites can't fit into the atlas.\n" +
|
|
// "Keep large sprites outside the atlas (use UITexture), and/or use multiple atlases instead.");
|
|
|
|
EditorUtility.DisplayDialog("Operation Canceled", "The selected sprites can't fit into the atlas.\n" +
|
|
"Keep large sprites outside the atlas (use UITexture), and/or use multiple atlases instead", "OK");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Show a progress bar.
|
|
/// </summary>
|
|
|
|
static public void ShowProgress (float val)
|
|
{
|
|
EditorUtility.DisplayProgressBar("Updating", "Updating the atlas, please wait...", val);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add the specified texture to the atlas, or update an existing one.
|
|
/// </summary>
|
|
|
|
static public void AddOrUpdate (INGUIAtlas atlas, Texture2D tex)
|
|
{
|
|
if (atlas != null && tex != null)
|
|
{
|
|
List<Texture> textures = new List<Texture>();
|
|
textures.Add(tex);
|
|
List<SpriteEntry> sprites = CreateSprites(textures);
|
|
ExtractSprites(atlas, sprites);
|
|
UpdateAtlas(atlas, sprites);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add the specified texture to the atlas, or update an existing one.
|
|
/// </summary>
|
|
|
|
static public void AddOrUpdate (INGUIAtlas atlas, SpriteEntry se)
|
|
{
|
|
if (atlas != null && se != null)
|
|
{
|
|
List<SpriteEntry> sprites = new List<SpriteEntry>();
|
|
sprites.Add(se);
|
|
ExtractSprites(atlas, sprites);
|
|
UpdateAtlas(atlas, sprites);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the sprites within the texture atlas, preserving the sprites that have not been selected.
|
|
/// </summary>
|
|
|
|
void UpdateAtlas (List<Texture> textures, bool keepSprites)
|
|
{
|
|
// Create a list of sprites using the collected textures
|
|
List<SpriteEntry> sprites = CreateSprites(textures);
|
|
|
|
if (sprites.Count > 0)
|
|
{
|
|
// Extract sprites from the atlas, filling in the missing pieces
|
|
if (keepSprites) ExtractSprites(NGUISettings.atlas, sprites);
|
|
|
|
// NOTE: It doesn't seem to be possible to undo writing to disk, and there also seems to be no way of
|
|
// detecting an Undo event. Without either of these it's not possible to restore the texture saved to disk,
|
|
// so the undo process doesn't work right. Because of this I'd rather disable it altogether until a solution is found.
|
|
|
|
// The ability to undo this action is always useful
|
|
//NGUIEditorTools.RegisterUndo("Update Atlas", UISettings.atlas, UISettings.atlas.texture, UISettings.atlas.material);
|
|
|
|
// Update the atlas
|
|
UpdateAtlas(NGUISettings.atlas, sprites);
|
|
}
|
|
else if (!keepSprites)
|
|
{
|
|
UpdateAtlas(NGUISettings.atlas, sprites);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the sprite atlas, keeping only the sprites that are on the specified list.
|
|
/// </summary>
|
|
|
|
static public void UpdateAtlas (INGUIAtlas obj, List<SpriteEntry> sprites)
|
|
{
|
|
#if UNITY_2018_3_OR_NEWER
|
|
// Contributed by B9 from https://discord.gg/tasharen
|
|
if (obj is UIAtlas) // Prefab-based atlas
|
|
{
|
|
Debug.LogWarning("Updating a legacy atlas: issues may occur. Please update the atlas to a new format that uses Scriptable Objects rather than Prefabs.", obj as Object);
|
|
var atlas = (obj as UIAtlas);
|
|
|
|
if (!PrefabUtility.IsPartOfPrefabAsset(atlas.gameObject))
|
|
{
|
|
Debug.LogWarning("Atlas is not sourced from prefab asset, ignoring the request to update it");
|
|
return;
|
|
}
|
|
|
|
var assetPath = AssetDatabase.GetAssetPath(atlas.gameObject);
|
|
|
|
if (string.IsNullOrEmpty(assetPath))
|
|
{
|
|
Debug.LogWarning("Atlas asset path could not be found, aborting");
|
|
return;
|
|
}
|
|
|
|
var assetRoot = PrefabUtility.LoadPrefabContents(assetPath);
|
|
var atlasTemp = assetRoot.GetComponent<UIAtlas>();
|
|
|
|
if (atlasTemp == null)
|
|
{
|
|
Debug.LogWarning("Atlas component could not be found in the loaded prefab, aborting");
|
|
PrefabUtility.UnloadPrefabContents(assetRoot);
|
|
return;
|
|
}
|
|
|
|
if (sprites.Count > 0)
|
|
{
|
|
// Combine all sprites into a single texture and save it
|
|
if (UpdateTexture(atlasTemp, sprites))
|
|
{
|
|
// Replace the sprites within the atlas
|
|
ReplaceSprites(atlasTemp, sprites);
|
|
}
|
|
|
|
// Release the temporary textures
|
|
ReleaseSprites(sprites);
|
|
}
|
|
else
|
|
{
|
|
atlasTemp.spriteList.Clear();
|
|
var texturePath = NGUIEditorTools.GetSaveableTexturePath(atlasTemp);
|
|
atlasTemp.spriteMaterial.mainTexture = null;
|
|
if (!string.IsNullOrEmpty(texturePath)) AssetDatabase.DeleteAsset(texturePath);
|
|
}
|
|
|
|
PrefabUtility.SaveAsPrefabAsset(assetRoot, assetPath);
|
|
Selection.activeObject = NGUISettings.atlas as Object;
|
|
EditorUtility.ClearProgressBar();
|
|
|
|
PrefabUtility.UnloadPrefabContents(assetRoot);
|
|
AssetDatabase.Refresh();
|
|
|
|
var assetUpdated = (GameObject)AssetDatabase.LoadMainAssetAtPath(assetPath);
|
|
var newAtlas = assetUpdated.GetComponent<UIAtlas>();
|
|
NGUISettings.atlas = newAtlas;
|
|
newAtlas.MarkAsChanged ();
|
|
|
|
var panels = NGUITools.FindActive<UIPanel>();
|
|
|
|
foreach (var panel in panels)
|
|
{
|
|
if (!panel.enabled) continue;
|
|
panel.enabled = false;
|
|
panel.enabled = true;
|
|
}
|
|
EditorUtility.CollectDependencies(panels);
|
|
return;
|
|
}
|
|
#endif
|
|
if (sprites.Count > 0)
|
|
{
|
|
// Combine all sprites into a single texture and save it
|
|
if (UpdateTexture(obj, sprites)) ReplaceSprites(obj, sprites);
|
|
ReleaseSprites(sprites);
|
|
}
|
|
else
|
|
{
|
|
obj.spriteList.Clear();
|
|
var path = NGUIEditorTools.GetSaveableTexturePath(obj);
|
|
obj.spriteMaterial.mainTexture = null;
|
|
if (!string.IsNullOrEmpty(path)) AssetDatabase.DeleteAsset(path);
|
|
obj.MarkAsChanged();
|
|
}
|
|
|
|
EditorUtility.ClearProgressBar();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draw the UI for this tool.
|
|
/// </summary>
|
|
|
|
void OnGUI ()
|
|
{
|
|
var atlas = NGUISettings.atlas;
|
|
if (mLastAtlas != atlas)
|
|
mLastAtlas = atlas;
|
|
|
|
bool update = false;
|
|
bool replace = false;
|
|
|
|
NGUIEditorTools.SetLabelWidth(84f);
|
|
GUILayout.Space(3f);
|
|
|
|
NGUIEditorTools.DrawHeader("Input", true);
|
|
NGUIEditorTools.BeginContents(false);
|
|
|
|
GUILayout.BeginHorizontal();
|
|
{
|
|
ComponentSelector.Draw("Atlas", atlas, OnSelectAtlas, true, GUILayout.MinWidth(80f));
|
|
|
|
EditorGUI.BeginDisabledGroup(atlas == null);
|
|
if (GUILayout.Button("New", GUILayout.Width(40f))) NGUISettings.atlas = null;
|
|
EditorGUI.EndDisabledGroup();
|
|
}
|
|
GUILayout.EndHorizontal();
|
|
|
|
var textures = GetSelectedTextures();
|
|
|
|
if (atlas != null)
|
|
{
|
|
var mat = spriteMaterial;
|
|
var tex = atlasTexture;
|
|
|
|
// Material information
|
|
GUILayout.BeginHorizontal();
|
|
{
|
|
if (mat != null)
|
|
{
|
|
if (GUILayout.Button("Material", GUILayout.Width(76f))) Selection.activeObject = mat;
|
|
GUILayout.Label(" " + mat.name);
|
|
}
|
|
else
|
|
{
|
|
GUI.color = Color.grey;
|
|
GUILayout.Button("Material", GUILayout.Width(76f));
|
|
GUI.color = Color.white;
|
|
GUILayout.Label(" N/A");
|
|
}
|
|
}
|
|
GUILayout.EndHorizontal();
|
|
|
|
// Texture atlas information
|
|
GUILayout.BeginHorizontal();
|
|
{
|
|
if (tex != null)
|
|
{
|
|
if (GUILayout.Button("Texture", GUILayout.Width(76f))) Selection.activeObject = tex;
|
|
GUILayout.Label(" " + tex.width + "x" + tex.height);
|
|
}
|
|
else
|
|
{
|
|
GUI.color = Color.grey;
|
|
GUILayout.Button("Texture", GUILayout.Width(76f));
|
|
GUI.color = Color.white;
|
|
GUILayout.Label(" N/A");
|
|
}
|
|
}
|
|
GUILayout.EndHorizontal();
|
|
}
|
|
|
|
GUILayout.BeginHorizontal();
|
|
NGUISettings.atlasPadding = Mathf.Clamp(EditorGUILayout.IntField("Padding", NGUISettings.atlasPadding, GUILayout.Width(100f)), 0, 8);
|
|
GUILayout.Label((NGUISettings.atlasPadding == 1 ? "pixel" : "pixels") + " between sprites");
|
|
GUILayout.EndHorizontal();
|
|
|
|
GUILayout.BeginHorizontal();
|
|
NGUISettings.atlasTrimming = EditorGUILayout.Toggle("Trim Alpha", NGUISettings.atlasTrimming, GUILayout.Width(100f));
|
|
GUILayout.Label("Remove empty space");
|
|
GUILayout.EndHorizontal();
|
|
|
|
bool fixedShader = false;
|
|
|
|
if (atlas != null)
|
|
{
|
|
var mat = spriteMaterial;
|
|
|
|
if (mat != null)
|
|
{
|
|
Shader shader = mat.shader;
|
|
|
|
if (shader != null)
|
|
{
|
|
if (shader.name == "Unlit/Transparent Colored")
|
|
{
|
|
NGUISettings.atlasPMA = false;
|
|
fixedShader = true;
|
|
}
|
|
else if (shader.name == "Unlit/Premultiplied Colored")
|
|
{
|
|
NGUISettings.atlasPMA = true;
|
|
fixedShader = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!fixedShader)
|
|
{
|
|
GUILayout.BeginHorizontal();
|
|
NGUISettings.atlasPMA = EditorGUILayout.Toggle("PMA Shader", NGUISettings.atlasPMA, GUILayout.Width(100f));
|
|
GUILayout.Label("Pre-multiplied alpha", GUILayout.MinWidth(70f));
|
|
GUILayout.EndHorizontal();
|
|
}
|
|
|
|
//GUILayout.BeginHorizontal();
|
|
//NGUISettings.keepPadding = EditorGUILayout.Toggle("Keep Padding", NGUISettings.keepPadding, GUILayout.Width(100f));
|
|
//GUILayout.Label("or replace with trimmed pixels", GUILayout.MinWidth(70f));
|
|
//GUILayout.EndHorizontal();
|
|
|
|
#if !UNITY_5_6
|
|
GUILayout.BeginHorizontal();
|
|
NGUISettings.unityPacking = EditorGUILayout.Toggle("Unity Packer", NGUISettings.unityPacking, GUILayout.Width(100f));
|
|
GUILayout.Label("or custom packer", GUILayout.MinWidth(70f));
|
|
GUILayout.EndHorizontal();
|
|
#endif
|
|
|
|
GUILayout.BeginHorizontal();
|
|
NGUISettings.trueColorAtlas = EditorGUILayout.Toggle("Truecolor", NGUISettings.trueColorAtlas, GUILayout.Width(100f));
|
|
GUILayout.Label("force ARGB32 textures", GUILayout.MinWidth(70f));
|
|
GUILayout.EndHorizontal();
|
|
|
|
GUILayout.BeginHorizontal();
|
|
NGUISettings.autoUpgradeSprites = EditorGUILayout.Toggle("Auto-upgrade", NGUISettings.autoUpgradeSprites, GUILayout.Width(100f));
|
|
GUILayout.Label("replace textures with sprites", GUILayout.MinWidth(70f));
|
|
GUILayout.EndHorizontal();
|
|
|
|
#if !UNITY_5_6
|
|
if (!NGUISettings.unityPacking)
|
|
{
|
|
GUILayout.BeginHorizontal();
|
|
NGUISettings.forceSquareAtlas = EditorGUILayout.Toggle("Force Square", NGUISettings.forceSquareAtlas, GUILayout.Width(100f));
|
|
GUILayout.Label("if on, forces a square atlas texture", GUILayout.MinWidth(70f));
|
|
GUILayout.EndHorizontal();
|
|
}
|
|
#endif
|
|
|
|
#if UNITY_IPHONE || UNITY_ANDROID
|
|
GUILayout.BeginHorizontal();
|
|
NGUISettings.allow4096 = EditorGUILayout.Toggle("4096x4096", NGUISettings.allow4096, GUILayout.Width(100f));
|
|
GUILayout.Label("if off, limit atlases to 2048x2048");
|
|
GUILayout.EndHorizontal();
|
|
#endif
|
|
NGUIEditorTools.EndContents();
|
|
|
|
if (atlas != null)
|
|
{
|
|
GUILayout.BeginHorizontal();
|
|
GUILayout.Space(20f);
|
|
|
|
if (textures.Count > 0)
|
|
{
|
|
update = GUILayout.Button("Add/Update");
|
|
}
|
|
else if (GUILayout.Button("View Sprites"))
|
|
{
|
|
SpriteSelector.ShowSelected();
|
|
}
|
|
|
|
GUILayout.Space(20f);
|
|
GUILayout.EndHorizontal();
|
|
}
|
|
else
|
|
{
|
|
EditorGUILayout.HelpBox("You can create a new atlas by selecting one or more textures in the Project View window, then clicking \"Create\".", MessageType.Info);
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|
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EditorGUI.BeginDisabledGroup(textures.Count == 0);
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GUILayout.BeginHorizontal();
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GUILayout.Space(20f);
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|
bool create = GUILayout.Button("Create");
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GUILayout.Space(20f);
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GUILayout.EndHorizontal();
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|
EditorGUI.EndDisabledGroup();
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|
|
|
if (create)
|
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{
|
|
var path = EditorUtility.SaveFilePanelInProject("Save As", "New Atlas.asset", "asset", "Save atlas as...", NGUISettings.currentPath);
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|
|
|
if (!string.IsNullOrEmpty(path))
|
|
{
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|
NGUISettings.currentPath = System.IO.Path.GetDirectoryName(path);
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var asset = AssetDatabase.LoadAssetAtPath<NGUIAtlas>(path);
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|
if (asset == null) asset = ScriptableObject.CreateInstance<NGUIAtlas>();
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|
var matPath = path.Replace(".asset", ".mat");
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|
replace = true;
|
|
|
|
// Try to load the material
|
|
var mat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material;
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|
|
|
// If the material doesn't exist, create it
|
|
if (mat == null)
|
|
{
|
|
Shader shader = Shader.Find(NGUISettings.atlasPMA ? "Unlit/Premultiplied Colored" : "Unlit/Transparent Colored");
|
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mat = new Material(shader);
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|
|
|
// Save the material
|
|
AssetDatabase.CreateAsset(mat, matPath);
|
|
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
|
|
|
|
// Load the material so it's usable
|
|
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
|
|
}
|
|
|
|
// Create a new game object for the atlas
|
|
var atlasName = path.Replace(".asset", "");
|
|
atlasName = atlasName.Substring(path.LastIndexOfAny(new char[] { '/', '\\' }) + 1);
|
|
|
|
asset.spriteMaterial = mat;
|
|
|
|
// Update the prefab
|
|
AssetDatabase.CreateAsset(asset, path);
|
|
AssetDatabase.SaveAssets();
|
|
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
|
|
|
|
// Select the atlas
|
|
NGUISettings.atlas = AssetDatabase.LoadAssetAtPath<NGUIAtlas>(path);
|
|
Selection.activeObject = NGUISettings.atlas as Object;
|
|
}
|
|
}
|
|
}
|
|
|
|
string selection = null;
|
|
Dictionary<string, int> spriteList = GetSpriteList(textures);
|
|
|
|
if (spriteList.Count > 0)
|
|
{
|
|
NGUIEditorTools.DrawHeader("Sprites", true);
|
|
{
|
|
GUILayout.BeginHorizontal();
|
|
GUILayout.Space(3f);
|
|
GUILayout.BeginVertical();
|
|
|
|
mScroll = GUILayout.BeginScrollView(mScroll);
|
|
|
|
bool delete = false;
|
|
int index = 0;
|
|
foreach (KeyValuePair<string, int> iter in spriteList)
|
|
{
|
|
++index;
|
|
|
|
GUILayout.Space(-1f);
|
|
bool highlight = (UIAtlasInspector.instance != null) && (NGUISettings.selectedSprite == iter.Key);
|
|
GUI.backgroundColor = highlight ? Color.white : new Color(0.8f, 0.8f, 0.8f);
|
|
GUILayout.BeginHorizontal(NGUIEditorTools.textArea, GUILayout.MinHeight(20f));
|
|
GUI.backgroundColor = Color.white;
|
|
GUILayout.Label(index.ToString(), GUILayout.Width(24f));
|
|
#if UNITY_2018_3_OR_NEWER
|
|
if (GUILayout.Button(iter.Key, "Label", GUILayout.Height(20f)))
|
|
#else
|
|
if (GUILayout.Button(iter.Key, "OL TextField", GUILayout.Height(20f)))
|
|
#endif
|
|
selection = iter.Key;
|
|
|
|
if (iter.Value == 2)
|
|
{
|
|
GUI.color = Color.green;
|
|
GUILayout.Label("Add", GUILayout.Width(27f));
|
|
GUI.color = Color.white;
|
|
}
|
|
else if (iter.Value == 1)
|
|
{
|
|
GUI.color = Color.cyan;
|
|
GUILayout.Label("Update", GUILayout.Width(45f));
|
|
GUI.color = Color.white;
|
|
}
|
|
else
|
|
{
|
|
if (mDelNames.Contains(iter.Key))
|
|
{
|
|
GUI.backgroundColor = Color.red;
|
|
|
|
if (GUILayout.Button("Delete", GUILayout.Width(60f)))
|
|
{
|
|
delete = true;
|
|
}
|
|
GUI.backgroundColor = Color.green;
|
|
if (GUILayout.Button("X", GUILayout.Width(22f)))
|
|
{
|
|
mDelNames.Remove(iter.Key);
|
|
delete = false;
|
|
}
|
|
GUI.backgroundColor = Color.white;
|
|
}
|
|
else
|
|
{
|
|
// If we have not yet selected a sprite for deletion, show a small "X" button
|
|
if (GUILayout.Button("X", GUILayout.Width(22f))) mDelNames.Add(iter.Key);
|
|
}
|
|
}
|
|
GUILayout.EndHorizontal();
|
|
}
|
|
GUILayout.EndScrollView();
|
|
GUILayout.EndVertical();
|
|
GUILayout.Space(3f);
|
|
GUILayout.EndHorizontal();
|
|
|
|
// If this sprite was marked for deletion, remove it from the atlas
|
|
if (delete)
|
|
{
|
|
List<SpriteEntry> sprites = new List<SpriteEntry>();
|
|
ExtractSprites(NGUISettings.atlas, sprites);
|
|
|
|
for (int i = sprites.Count; i > 0; )
|
|
{
|
|
SpriteEntry ent = sprites[--i];
|
|
if (mDelNames.Contains(ent.name))
|
|
sprites.RemoveAt(i);
|
|
}
|
|
UpdateAtlas(NGUISettings.atlas, sprites);
|
|
mDelNames.Clear();
|
|
NGUIEditorTools.RepaintSprites();
|
|
}
|
|
else if (update) UpdateAtlas(textures, true);
|
|
else if (replace) UpdateAtlas(textures, false);
|
|
|
|
if (NGUISettings.atlas != null && !string.IsNullOrEmpty(selection))
|
|
{
|
|
NGUIEditorTools.SelectSprite(selection);
|
|
}
|
|
else if (NGUISettings.autoUpgradeSprites && (update || replace))
|
|
{
|
|
NGUIEditorTools.UpgradeTexturesToSprites(NGUISettings.atlas);
|
|
NGUIEditorTools.RepaintSprites();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (NGUISettings.atlas != null && textures.Count == 0)
|
|
EditorGUILayout.HelpBox("You can reveal more options by selecting one or more textures in the Project View window.", MessageType.Info);
|
|
|
|
// Uncomment this line if you want to be able to force-sort the atlas
|
|
//if (NGUISettings.atlas != null && GUILayout.Button("Sort Alphabetically")) NGUISettings.atlas.SortAlphabetically();
|
|
}
|
|
}
|