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using UnityEngine;
using UnityEditor; public class TestSaveSprite { [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/UI/testUI.png"得到路径"UI/testUI" 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) { // 创建导出文件夹 string outPath = Application.dataPath + "/outSprite/" + loadPath; System.IO.Directory.CreateDirectory(outPath); foreach (Sprite sprite in sprites) { // 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"); } } |
原文地址:http://blog.csdn.net/akof1314/article/details/38845933