com.alicizax.unity.editor.e.../Editor/Postprocessor/Atlas/AtlasConfiguration.cs
2025-03-14 16:02:36 +08:00

39 lines
1.3 KiB
C#

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