新项目使用Unity5.X,遇到了一些问题,其中就有Sprite的管理更新问题,查了一些资料,Mono推荐的是转为Prefab处理。
看了一些国外同行的处理方法,分析了一个编辑器插件脚本。学到了一些技巧,使用的话依然放在Editor目录下。总结在这里吧:
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Linq; public class SpriteToPrefab
{
/// <summary>
/// Creates Sprites To Prefab
/// </summary>
[MenuItem("Assets/Create/Sprite转Prefab", false, )]
public static void SelectObjectToPrefabs()
{
//是否允许独立文件夹;
bool isSoloFolder = EditorUtility.DisplayDialog("创建选择?", "是否单个Sprite创建独立文件夹?", "独立", "共享");
for (int i = ; i < Selection.objects.Length; i++)
{
//获得选择对象路径;
string spritePath = AssetDatabase.GetAssetPath(Selection.objects[i]);
//所有子Sprite对象;
Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(spritePath).OfType<Sprite>().ToArray();
string[] splitSpritePath = spritePath.Split(new char[] { '/' });
//文件夹路径 通过完整路径再去掉文件名称即可;
string fullFolderPath = Inset(spritePath, , splitSpritePath[splitSpritePath.Length - ].Length + ) + "/" + Selection.objects[i].name;
//同名文件夹;
string folderName = Selection.objects[i].name;
string adjFolderPath = InsetFromEnd(fullFolderPath, Selection.objects[i].name.Length + );
//验证路径;
if (!AssetDatabase.IsValidFolder(fullFolderPath))
{
AssetDatabase.CreateFolder(adjFolderPath, folderName);
} //创建对象;
GameObject gameObject = new GameObject();
//添加SpriteRenderer组件;
SpriteRenderer spriteRenderer = gameObject.AddComponent<SpriteRenderer>();
for (int j = ; j < sprites.Length; j++)
{ //进度条;
string pgTitle = (i + ).ToString() + "/" + Selection.objects.Length + " 开始创建Prefab";
string info = "Prefab: " + j + "->" + sprites[j].name;
float nowProgress = (float) j/(float) sprites.Length;
EditorUtility.DisplayProgressBar(pgTitle,info ,nowProgress );
//对象名称;
gameObject.name = sprites[j].name;
//绑定具体Sprite;
spriteRenderer.sprite = sprites[j];
//判断保存路径;
string savePath = isSoloFolder ? fullFolderPath + "/" + sprites[j].name + "/" + sprites[j].name + ".prefab" : fullFolderPath + "/" + sprites[j].name + ".prefab"; if (isSoloFolder)
{ //创建单个Sprite独立的文件夹;
if (!AssetDatabase.IsValidFolder(fullFolderPath + "/" + sprites[j].name))
{
AssetDatabase.CreateFolder(fullFolderPath, sprites[j].name);
}
}
//生成预制体;
PrefabUtility.CreatePrefab(savePath, gameObject);
}
GameObject.DestroyImmediate(gameObject);
}
//释放进度条;
EditorUtility.ClearProgressBar(); } /// <summary>
/// 截取路径
/// </summary>
/// <param name="path"></param>
/// <param name="leftIn">左起点</param>
/// <param name="rightIn">右起点</param>
/// <returns></returns>
public static string Inset(string path, int leftIn, int rightIn)
{
return path.Substring(leftIn, path.Length - rightIn - leftIn);
} /// <summary>
/// 截取路径
/// </summary>
/// <param name="path"></param>
/// <param name="inset"></param>
/// <returns></returns>
public static string InsetFromEnd(string path, int inset)
{
return path.Substring(, path.Length - inset);
} }
使用方法如下:
关于subString函数:https://msdn.microsoft.com/zh-tw/library/aka44szs