com.alicizax.unity.editor.e.../Editor/Postprocessor/Atlas/AtlasConfiguration.cs
2025-03-27 17:00:12 +08:00

32 lines
1.3 KiB
C#

#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using UnityEngine.Serialization;
[AlicizaX.Editor.Setting.FilePath("ProjectSettings/AtlasConfiguration.asset")]
public class AtlasConfiguration : AlicizaX.Editor.Setting.ScriptableSingleton<AtlasConfiguration>
{
[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