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