mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-12-04 23:37:27 +00:00
05a66be277
- setup material for colourmapping - adjust SpritesheetScaler to accept floating point scaling options
111 lines
3.6 KiB
C#
111 lines
3.6 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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{
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Object source;
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float multiplier = 1;
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int inflateX = 0;
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int inflateY = 0;
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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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{
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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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{
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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.FloatField(multiplier, GUILayout.Width(220));
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GUILayout.EndHorizontal();
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GUILayout.Space(5f);
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GUILayout.BeginHorizontal();
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GUILayout.Label("Inflate Quads:", EditorStyles.boldLabel);
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
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GUILayout.Label("X", EditorStyles.label);
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inflateX = EditorGUILayout.IntField(inflateX, GUILayout.Width(220/2));
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GUILayout.Label("Y", EditorStyles.label);
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inflateY = EditorGUILayout.IntField(inflateY, GUILayout.Width(220/2));
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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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{
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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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{
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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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{
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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 = (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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{
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SpriteMetaData d = ti1.spritesheet[i];
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Vector2 oldPivot = Rect.NormalizedToPoint(d.rect, d.pivot) * multiplier;
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d.rect = ScaleRect(d.rect, multiplier, inflateX, inflateY);
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d.border.x += d.border.x > 0 ? inflateX : 0;
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d.border.y += d.border.y > 0 ? inflateY : 0;
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d.border.z += d.border.z > 0 ? inflateX : 0;
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d.border.w += d.border.w > 0 ? inflateY : 0;
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if (inflateX > 0 || inflateY > 0)
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{
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d.alignment = (int)SpriteAlignment.Custom;
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d.pivot = Rect.PointToNormalized(d.rect, oldPivot);
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}
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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, float mult, int inflateX, int inflateY)
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{
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var newRect = new Rect();
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newRect.Set((source.x - inflateX) * mult, (source.y - inflateY) * mult, (source.width + inflateX*2) * mult, (source.height + inflateY*2) * mult);
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return newRect;
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}
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}
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