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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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78 lines
2.3 KiB
C#
78 lines
2.3 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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public class SpritesheetScaler : EditorWindow {
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Object source;
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int multiplier = 1;
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// Creates a new option in "Windows"
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[MenuItem ("Window/Scale spritesheet pivots and slices")]
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static void Init () {
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// Get existing open window or if none, make a new one:
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SpritesheetScaler window = (SpritesheetScaler)EditorWindow.GetWindow (typeof (SpritesheetScaler));
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window.Show();
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}
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void OnGUI () {
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Source texture:", EditorStyles.boldLabel);
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source = EditorGUILayout.ObjectField(source, typeof(Texture2D), false, GUILayout.Width(220));
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GUILayout.EndHorizontal ();
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GUILayout.BeginHorizontal ();
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GUILayout.Label ("Multiplier:", EditorStyles.boldLabel);
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multiplier = EditorGUILayout.IntField(multiplier, GUILayout.Width(220));
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GUILayout.EndHorizontal ();
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GUILayout.Space (25f);
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if (GUILayout.Button ("Scale pivots and slices")) {
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ScalePivotsAndSlices();
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}
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}
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void ScalePivotsAndSlices()
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{
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if (!source || (multiplier <= 0)) {
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Debug.Log("Missing one object");
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return;
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}
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if (source.GetType () != typeof(Texture2D)) {
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Debug.Log (source + "needs to be Texture2D!");
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return;
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}
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string sourcePath = AssetDatabase.GetAssetPath(source);
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TextureImporter ti1 = AssetImporter.GetAtPath(sourcePath) as TextureImporter;
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bool wasReadable = ti1.isReadable;
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ti1.isReadable = true;
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ti1.spritePixelsPerUnit *= multiplier;
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List <SpriteMetaData> newData = new List <SpriteMetaData> ();
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Debug.Log ("Amount of slices found: " + ti1.spritesheet.Length);
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for (int i = 0; i < ti1.spritesheet.Length; i++) {
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SpriteMetaData d = ti1.spritesheet[i];
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d.rect = ScaleRect(d.rect, multiplier);
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d.border *= multiplier;
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newData.Add(d);
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}
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ti1.spritesheet = newData.ToArray();
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ti1.isReadable = wasReadable;
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AssetDatabase.ImportAsset(sourcePath, ImportAssetOptions.ForceUpdate);
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}
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Rect ScaleRect(Rect source, int mult)
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{
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var newRect = new Rect();
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newRect.Set(source.x * mult, source.y * mult, source.width * mult, source.height * mult);
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return newRect;
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}
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}
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