550 lines
18 KiB
C#
550 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEditor;
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using UnityEditor.U2D;
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using UnityEngine;
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using UnityEngine.U2D;
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using Object = UnityEngine.Object;
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namespace GameFramework.Editor
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{
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/// <summary>
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/// 图集导入管线。
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/// </summary>
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public class SpritePostprocessor : AssetPostprocessor
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{
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static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
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{
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foreach (var s in importedAssets)
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{
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EditorSpriteSaveInfo.OnImportSprite(s);
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}
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foreach (var s in deletedAssets)
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{
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EditorSpriteSaveInfo.OnDeleteSprite(s);
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}
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foreach (var s in movedFromAssetPaths)
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{
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EditorSpriteSaveInfo.OnDeleteSprite(s);
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}
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foreach (var s in movedAssets)
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{
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EditorSpriteSaveInfo.OnImportSprite(s);
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}
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}
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}
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public static class EditorSpriteSaveInfo
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{
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private const string NormalAtlasDir = "Assets/AssetArt/Atlas";
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private const string UISpritePath = "Assets/AssetRaw/UIRaw";
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private const string UIAtlasPath = "Assets/AssetRaw/UIRaw/Atlas";
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private static readonly List<string> _dirtyAtlasList = new List<string>();
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private static readonly Dictionary<string, List<string>> _allASprites = new Dictionary<string, List<string>>();
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private static readonly Dictionary<string, string> _uiAtlasMap = new Dictionary<string, string>();
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private static bool _isInit = false;
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private static bool m_dirty = false;
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public static void Init()
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{
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if (_isInit)
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{
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return;
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}
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EditorApplication.update += CheckDirty;
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//读取所有图集信息
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string[] findAssets = AssetDatabase.FindAssets("t:SpriteAtlas", new[] { NormalAtlasDir });
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foreach (var findAsset in findAssets)
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{
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var path = AssetDatabase.GUIDToAssetPath(findAsset);
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SpriteAtlas sa = AssetDatabase.LoadAssetAtPath(path, typeof(SpriteAtlas)) as SpriteAtlas;
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if (sa == null)
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{
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Debug.LogError($"加载图集数据{path}失败");
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continue;
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}
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string atlasName = Path.GetFileNameWithoutExtension(path);
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var objects = sa.GetPackables();
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foreach (var o in objects)
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{
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if (!_allASprites.TryGetValue(atlasName, out var list))
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{
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list = new List<string>();
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_allASprites.Add(atlasName, list);
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}
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list.Add(AssetDatabase.GetAssetPath(o));
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}
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}
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_isInit = true;
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}
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public static void CheckDirty()
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{
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if (m_dirty)
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{
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m_dirty = false;
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AssetDatabase.Refresh();
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float lastProgress = -1;
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for (int i = 0; i < _dirtyAtlasList.Count; i++)
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{
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string atlasName = _dirtyAtlasList[i];
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Debug.Log("更新图集 : " + atlasName);
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var curProgress = (float)i / _dirtyAtlasList.Count;
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if (curProgress > lastProgress + 0.01f)
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{
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lastProgress = curProgress;
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var progressText = $"当前进度:{i}/{_dirtyAtlasList.Count} {atlasName}";
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bool cancel = EditorUtility.DisplayCancelableProgressBar("刷新图集" + atlasName, progressText, curProgress);
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if (cancel)
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{
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break;
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}
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}
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bool isUI = atlasName.StartsWith("UIRaw");
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SaveAtlas(atlasName, isUI);
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}
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EditorUtility.ClearProgressBar();
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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_dirtyAtlasList.Clear();
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}
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}
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public static void OnImportSprite(string assetPath)
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{
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if (!assetPath.StartsWith(UISpritePath))
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{
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return;
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}
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TextureImporter ti = AssetImporter.GetAtPath(assetPath) as TextureImporter;
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if (ti != null)
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{
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var modify = false;
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if (assetPath.StartsWith(UISpritePath))
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{
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if (ti.textureType != TextureImporterType.Sprite)
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{
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ti.textureType = TextureImporterType.Sprite;
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modify = true;
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}
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if (!string.IsNullOrEmpty(ti.spritePackingTag))
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{
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ti.spritePackingTag = string.Empty;
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modify = true;
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}
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var setting = new TextureImporterSettings();
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ti.ReadTextureSettings(setting);
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if (setting.spriteGenerateFallbackPhysicsShape)
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{
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setting.spriteGenerateFallbackPhysicsShape = false;
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ti.SetTextureSettings(setting);
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modify = true;
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}
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if (IsKeepRawImage(assetPath))
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{
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//调整android格式
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var andPlatformSettings = ti.GetPlatformTextureSettings("Android");
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if (!andPlatformSettings.overridden)
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{
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andPlatformSettings.overridden = true;
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modify = true;
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}
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if (andPlatformSettings.format != TextureImporterFormat.ASTC_6x6)
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{
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andPlatformSettings.format = TextureImporterFormat.ASTC_6x6;
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andPlatformSettings.compressionQuality = 50;
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ti.SetPlatformTextureSettings(andPlatformSettings);
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modify = true;
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}
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//调整ios格式
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var iosPlatformSettings = ti.GetPlatformTextureSettings("iPhone");
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if (!iosPlatformSettings.overridden)
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{
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iosPlatformSettings.overridden = true;
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modify = true;
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}
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if (iosPlatformSettings.format != TextureImporterFormat.ASTC_5x5)
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{
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iosPlatformSettings.format = TextureImporterFormat.ASTC_5x5;
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iosPlatformSettings.compressionQuality = 50;
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ti.SetPlatformTextureSettings(iosPlatformSettings);
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modify = true;
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}
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//调整WebGL格式
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var webglSettings = ti.GetPlatformTextureSettings("WebGL");
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if (!webglSettings.overridden)
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{
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webglSettings.overridden = true;
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modify = true;
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}
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if (webglSettings.format != TextureImporterFormat.ASTC_6x6)
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{
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webglSettings.format = TextureImporterFormat.ASTC_6x6;
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webglSettings.compressionQuality = 50;
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ti.SetPlatformTextureSettings(webglSettings);
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modify = true;
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}
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}
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}
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if (modify)
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{
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ti.SaveAndReimport();
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}
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if (ti.textureType == TextureImporterType.Sprite)
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{
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OnProcessSprite(assetPath);
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}
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}
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}
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/// <summary>
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/// 是否保持散图(不打图集)
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/// </summary>
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/// <param name="dirPath"></param>
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/// <returns></returns>
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public static bool IsKeepRawImage(string dirPath)
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{
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return dirPath.Contains("UIRaw/Raw/") || dirPath.Contains("UIRaw_Raw_");
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}
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public static string GetSpritePath(string assetPath)
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{
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string path = assetPath.Substring(0, assetPath.LastIndexOf(".", StringComparison.Ordinal));
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path = path.Replace("Assets/AssetRaw/", "");
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return path;
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}
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/// <summary>
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/// 根据文件路径,返回图集名称
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/// </summary>
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/// <param name="fullName"></param>
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/// <returns></returns>
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public static string GetPackageTag(string fullName)
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{
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fullName = fullName.Replace("\\", "/");
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int idx = fullName.LastIndexOf("UIRaw", StringComparison.Ordinal);
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if (idx == -1)
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{
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return "";
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}
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if (IsKeepRawImage(fullName))
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{
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return "";
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}
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var atlasPath = fullName.Substring(idx);
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string str = atlasPath;
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str = str.Substring(0, str.LastIndexOf("/", StringComparison.Ordinal)).Replace("/", "_");
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return str;
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}
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public static void OnProcessSprite(string assetPath)
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{
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if (!assetPath.StartsWith("Assets"))
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{
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return;
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}
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if (assetPath.StartsWith("Assets/UIRaw_Delete"))
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{
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return;
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}
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Init();
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var spriteName = Path.GetFileNameWithoutExtension(assetPath);
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var spritePath = GetSpritePath(assetPath);
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if (!_uiAtlasMap.TryGetValue(spriteName, out string oldAssetPath) || spritePath == oldAssetPath)
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{
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_uiAtlasMap[spriteName] = spritePath;
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m_dirty = true;
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}
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else
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{
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Debug.LogError($"有重名的图片:{spriteName}\n旧图集:{oldAssetPath}\n新图集:{spritePath} ");
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_uiAtlasMap[spriteName] = spritePath;
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m_dirty = true;
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}
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string atlasName = GetPackageTag(assetPath);
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if (string.IsNullOrEmpty(atlasName))
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{
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bool keepRaw = IsKeepRawImage(assetPath);
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if (!keepRaw)
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{
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Debug.LogError($"empty packingTag of asset :{assetPath} !!!");
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}
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return;
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}
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else
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{
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List<string> ret;
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if (!_allASprites.TryGetValue(atlasName, out ret))
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{
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ret = new List<string>();
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_allASprites.Add(atlasName, ret);
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}
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if (!ret.Contains(assetPath))
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{
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ret.Add(assetPath);
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m_dirty = true;
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if (!_dirtyAtlasList.Contains(atlasName))
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{
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_dirtyAtlasList.Add(atlasName);
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}
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}
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}
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}
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public static void OnDeleteSprite(string assetPath)
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{
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if (assetPath.StartsWith("Assets/UIRaw_Delete"))
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{
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return;
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}
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if (!assetPath.StartsWith(UISpritePath))
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{
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return;
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}
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Init();
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string atlasName = GetPackageTag(assetPath);
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if (!_allASprites.TryGetValue(atlasName, out var ret))
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{
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return;
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}
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//改成文件名的匹配
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if (!ret.Exists(s => Path.GetFileName(s) == Path.GetFileName(assetPath)))
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{
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return;
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}
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if (assetPath.StartsWith(UISpritePath))
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{
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var spriteName = Path.GetFileNameWithoutExtension(assetPath);
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if (_uiAtlasMap.ContainsKey(spriteName))
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{
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_uiAtlasMap.Remove(spriteName);
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m_dirty = true;
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}
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}
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ret.Remove(assetPath);
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m_dirty = true;
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if (!_dirtyAtlasList.Contains(atlasName))
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{
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_dirtyAtlasList.Add(atlasName);
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}
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}
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#region 更新图集
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public static void SaveAtlas(string atlasName, bool isUI)
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{
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List<Object> spriteList = new List<Object>();
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if (_allASprites.TryGetValue(atlasName, out var list))
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{
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list.Sort(StringComparer.Ordinal);
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foreach (var s in list)
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{
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var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(s);
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if (sprite != null)
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{
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spriteList.Add(sprite);
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}
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}
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}
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var path = $"{NormalAtlasDir}/{atlasName}.spriteatlas";
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if (spriteList.Count == 0)
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{
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if (File.Exists(path))
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{
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AssetDatabase.DeleteAsset(path);
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}
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return;
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}
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var atlas = new SpriteAtlas();
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// var atlas = new SpriteAtlasAsset();
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var setting = new SpriteAtlasPackingSettings
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{
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blockOffset = 1,
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padding = 2,
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enableRotation = true
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};
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bool isOpaque = atlasName.Contains("Opaque");
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var textureSetting = new SpriteAtlasTextureSettings
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{
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generateMipMaps = false,
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sRGB = true,
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filterMode = FilterMode.Bilinear
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};
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atlas.SetTextureSettings(textureSetting);
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var iphonePlatformSetting = atlas.GetPlatformSettings("iPhone");
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if (!iphonePlatformSetting.overridden)
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{
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iphonePlatformSetting.overridden = true;
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iphonePlatformSetting.format = TextureImporterFormat.ASTC_5x5;
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iphonePlatformSetting.compressionQuality = 100;
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atlas.SetPlatformSettings(iphonePlatformSetting);
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}
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var androidPlatformSetting = atlas.GetPlatformSettings("Android");
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if (!androidPlatformSetting.overridden)
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{
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androidPlatformSetting.overridden = true;
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androidPlatformSetting.format = TextureImporterFormat.ASTC_6x6;
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androidPlatformSetting.compressionQuality = 100;
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atlas.SetPlatformSettings(androidPlatformSetting);
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}
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var webglSettings = atlas.GetPlatformSettings("WebGL");
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if (!webglSettings.overridden)
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{
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webglSettings.overridden = true;
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webglSettings.format = TextureImporterFormat.ASTC_6x6;
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webglSettings.compressionQuality = 50;
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atlas.SetPlatformSettings(webglSettings);
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}
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atlas.SetPackingSettings(setting);
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atlas.Add(spriteList.ToArray());
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AssetDatabase.CreateAsset(atlas, path);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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#endregion
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#region 重新生成图集
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private static readonly Dictionary<string, List<string>> m_tempAllASprites = new Dictionary<string, List<string>>();
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[MenuItem("开发工具/Atlas/重新生成UI图集", false, 90)]
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static void ForceGenAtlas()
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{
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Init();
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List<string> needSaveAtlas = new List<string>();
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m_tempAllASprites.Clear();
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_allASprites.Clear();
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var findAssets = AssetDatabase.FindAssets("t:sprite", new[] { UIAtlasPath });
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foreach (var findAsset in findAssets)
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{
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var path = AssetDatabase.GUIDToAssetPath(findAsset);
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var atlasName = GetPackageTag(path);
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if (!m_tempAllASprites.TryGetValue(atlasName, out var spriteList))
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{
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spriteList = new List<string>();
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m_tempAllASprites[atlasName] = spriteList;
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}
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if (!spriteList.Contains(path))
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{
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spriteList.Add(path);
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}
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}
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//有变化的才刷
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var iter = m_tempAllASprites.GetEnumerator();
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while (iter.MoveNext())
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{
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bool needSave = false;
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var atlasName = iter.Current.Key;
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var newSpritesList = iter.Current.Value;
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if (_allASprites.TryGetValue(atlasName, out var existSprites))
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{
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if (existSprites.Count != newSpritesList.Count)
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{
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needSave = true;
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existSprites.Clear();
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existSprites.AddRange(newSpritesList);
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}
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else
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{
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for (int i = 0; i < newSpritesList.Count; i++)
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{
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if (!existSprites.Contains(newSpritesList[i]))
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{
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needSave = true;
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break;
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}
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}
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if (needSave)
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{
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existSprites.Clear();
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existSprites.AddRange(newSpritesList);
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}
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}
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}
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else
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{
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needSave = true;
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_allASprites.Add(atlasName, new List<string>(newSpritesList));
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}
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if (needSave && !needSaveAtlas.Contains(atlasName))
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{
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needSaveAtlas.Add(atlasName);
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}
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}
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iter.Dispose();
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foreach (var atlas in needSaveAtlas)
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{
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Debug.LogFormat("Gen atlas:{0}", atlas);
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SaveAtlas(atlas, true);
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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SpriteAtlasUtility.PackAllAtlases(EditorUserBuildSettings.activeBuildTarget);
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Debug.Log("Gen end");
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}
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#endregion
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}
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}
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