com.alicizax.unity.editor.e.../Editor/Postprocessor/Atlas/AtlasConfiguration.cs

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#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.Serialization;
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[AlicizaX.Editor.Setting.FilePath("ProjectSettings/AtlasConfiguration.asset")]
public class AtlasConfiguration : AlicizaX.Editor.Setting.ScriptableSingleton<AtlasConfiguration>
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{
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[Tooltip("生成的图集输出目录")] public string outputAtlasDir = "Assets/Art/Atlas";
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[Tooltip("需要生成图集的UI根目录")] public string sourceAtlasRoot = "Assets/Bundles/UIRaw/Atlas";
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[Tooltip("平台格式设置")] public TextureImporterFormat androidFormat = TextureImporterFormat.ASTC_6x6;
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public TextureImporterFormat iosFormat = TextureImporterFormat.ASTC_5x5;
public TextureImporterFormat webglFormat = TextureImporterFormat.ASTC_6x6;
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[Tooltip("PackingSetting")] public int padding = 2;
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public bool enableRotation = true;
public int blockOffset = 1;
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public bool tightPacking = true;
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[Tooltip("其他设置")] public int compressionQuality = 50;
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public bool autoGenerate = true;
public bool enableLogging = true;
public bool enableV2 = true;
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[Tooltip("排除关键词")] public string[] excludeKeywords = { "_Delete", "_Temp" };
[Tooltip("不需要生成图集的UI目录")] public string[] excludeFolders = { "Assets/Bundles/UIRaw/Raw" };
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}
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#endif