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#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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[AlicizaX.Editor.Setting.FilePath("ProjectSettings/AtlasConfiguration.asset")]
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public class AtlasConfiguration : AlicizaX.Editor.Setting.ScriptableSingleton<AtlasConfiguration>
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{
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[Header("目录设置")]
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[Tooltip("生成的图集输出目录")]
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public string outputAtlasDir = "Assets/Art/Atlas";
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[Tooltip("需要生成图集的UI根目录")]
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public string sourceAtlasRoot = "Assets/Bundles/UIRaw/Atlas";
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[Tooltip("不需要生成图集的UI目录")]
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public string excludeFolder = "Assets/Bundles/UIRaw/Raw";
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[Header("平台格式设置")]
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public TextureImporterFormat androidFormat = TextureImporterFormat.ASTC_6x6;
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public TextureImporterFormat iosFormat = TextureImporterFormat.ASTC_5x5;
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public TextureImporterFormat webglFormat = TextureImporterFormat.ASTC_6x6;
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[Header("PackingSetting")]
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public int padding = 2;
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public bool enableRotation = true;
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public int blockOffset = 1;
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public bool tightPacking = true;
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[Header("其他设置")]
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[Range(0, 100)] public int compressionQuality = 50;
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public bool autoGenerate = true;
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public bool enableLogging = true;
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public bool enableV2 = true;
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[Header("排除关键词")]
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public string[] excludeKeywords = { "_Delete", "_Temp" };
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}
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#endif
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