This repository has been archived on 2020-08-22. You can view files and clone it, but cannot push or open issues or pull requests.
flutter-unity-view-widget/example/Unity/Demo App/Library/PackageCache/com.unity.textmeshpro@1.3.0/Scripts/Editor/TMP_SpriteAssetImporter.cs

232 lines
8.4 KiB
C#

using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections.Generic;
using TMPro.EditorUtilities;
using TMPro.SpriteAssetUtilities;
namespace TMPro
{
public class TMP_SpriteAssetImporter : EditorWindow
{
// Create Sprite Asset Editor Window
[MenuItem("Window/TextMeshPro/Sprite Importer", false, 2026)]
public static void ShowFontAtlasCreatorWindow()
{
var window = GetWindow<TMP_SpriteAssetImporter>();
window.titleContent = new GUIContent("Sprite Importer");
window.Focus();
}
Texture2D m_SpriteAtlas;
SpriteAssetImportFormats m_SpriteDataFormat = SpriteAssetImportFormats.TexturePacker;
TextAsset m_JsonFile;
string m_CreationFeedback;
TMP_SpriteAsset m_SpriteAsset;
List<TMP_Sprite> m_SpriteInfoList = new List<TMP_Sprite>();
void OnEnable()
{
// Set Editor Window Size
SetEditorWindowSize();
}
public void OnGUI()
{
DrawEditorPanel();
}
void DrawEditorPanel()
{
// label
GUILayout.Label("Import Settings", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
// Sprite Texture Selection
m_JsonFile = EditorGUILayout.ObjectField("Sprite Data Source", m_JsonFile, typeof(TextAsset), false) as TextAsset;
m_SpriteDataFormat = (SpriteAssetImportFormats)EditorGUILayout.EnumPopup("Import Format", m_SpriteDataFormat);
// Sprite Texture Selection
m_SpriteAtlas = EditorGUILayout.ObjectField("Sprite Texture Atlas", m_SpriteAtlas, typeof(Texture2D), false) as Texture2D;
if (EditorGUI.EndChangeCheck())
{
m_CreationFeedback = string.Empty;
}
GUILayout.Space(10);
GUI.enabled = m_JsonFile != null && m_SpriteAtlas != null && m_SpriteDataFormat == SpriteAssetImportFormats.TexturePacker;
// Create Sprite Asset
if (GUILayout.Button("Create Sprite Asset"))
{
m_CreationFeedback = string.Empty;
// Read json data file
if (m_JsonFile != null && m_SpriteDataFormat == SpriteAssetImportFormats.TexturePacker)
{
TexturePacker.SpriteDataObject sprites = JsonUtility.FromJson<TexturePacker.SpriteDataObject>(m_JsonFile.text);
if (sprites != null && sprites.frames != null && sprites.frames.Count > 0)
{
int spriteCount = sprites.frames.Count;
// Update import results
m_CreationFeedback = "<b>Import Results</b>\n--------------------\n";
m_CreationFeedback += "<color=#C0ffff><b>" + spriteCount + "</b></color> Sprites were imported from file.";
// Create sprite info list
m_SpriteInfoList = CreateSpriteInfoList(sprites);
}
}
}
GUI.enabled = true;
// Creation Feedback
GUILayout.Space(5);
GUILayout.BeginVertical(EditorStyles.helpBox, GUILayout.Height(60));
{
EditorGUILayout.LabelField(m_CreationFeedback, TMP_UIStyleManager.label);
}
GUILayout.EndVertical();
GUILayout.Space(5);
GUI.enabled = m_JsonFile != null && m_SpriteAtlas && m_SpriteInfoList != null && m_SpriteInfoList.Count > 0; // Enable Save Button if font_Atlas is not Null.
if (GUILayout.Button("Save Sprite Asset") && m_JsonFile != null)
{
string filePath = EditorUtility.SaveFilePanel("Save Sprite Asset File", new FileInfo(AssetDatabase.GetAssetPath(m_JsonFile)).DirectoryName, m_JsonFile.name, "asset");
if (filePath.Length == 0)
return;
SaveSpriteAsset(filePath);
}
GUI.enabled = true;
}
/// <summary>
///
/// </summary>
List<TMP_Sprite> CreateSpriteInfoList(TexturePacker.SpriteDataObject spriteDataObject)
{
List<TexturePacker.SpriteData> importedSprites = spriteDataObject.frames;
List<TMP_Sprite> spriteInfoList = new List<TMP_Sprite>();
for (int i = 0; i < importedSprites.Count; i++)
{
TMP_Sprite sprite = new TMP_Sprite();
sprite.id = i;
sprite.name = Path.GetFileNameWithoutExtension(importedSprites[i].filename) ?? "";
sprite.hashCode = TMP_TextUtilities.GetSimpleHashCode(sprite.name);
// Attempt to extract Unicode value from name
int unicode;
int indexOfSeperator = sprite.name.IndexOf('-');
if (indexOfSeperator != -1)
unicode = TMP_TextUtilities.StringToInt(sprite.name.Substring(indexOfSeperator + 1));
else
unicode = TMP_TextUtilities.StringToInt(sprite.name);
sprite.unicode = unicode;
sprite.x = importedSprites[i].frame.x;
sprite.y = m_SpriteAtlas.height - (importedSprites[i].frame.y + importedSprites[i].frame.h);
sprite.width = importedSprites[i].frame.w;
sprite.height = importedSprites[i].frame.h;
//Calculate sprite pivot position
sprite.pivot = importedSprites[i].pivot;
// Properties the can be modified
sprite.xAdvance = sprite.width;
sprite.scale = 1.0f;
sprite.xOffset = 0 - (sprite.width * sprite.pivot.x);
sprite.yOffset = sprite.height - (sprite.height * sprite.pivot.y);
spriteInfoList.Add(sprite);
}
return spriteInfoList;
}
/// <summary>
///
/// </summary>
/// <param name="filePath"></param>
void SaveSpriteAsset(string filePath)
{
filePath = filePath.Substring(0, filePath.Length - 6); // Trim file extension from filePath.
string dataPath = Application.dataPath;
if (filePath.IndexOf(dataPath, System.StringComparison.InvariantCultureIgnoreCase) == -1)
{
Debug.LogError("You're saving the font asset in a directory outside of this project folder. This is not supported. Please select a directory under \"" + dataPath + "\"");
return;
}
string relativeAssetPath = filePath.Substring(dataPath.Length - 6);
string dirName = Path.GetDirectoryName(relativeAssetPath);
string fileName = Path.GetFileNameWithoutExtension(relativeAssetPath);
string pathNoExt = dirName + "/" + fileName;
// Create new Sprite Asset using this texture
m_SpriteAsset = CreateInstance<TMP_SpriteAsset>();
AssetDatabase.CreateAsset(m_SpriteAsset, pathNoExt + ".asset");
// Compute the hash code for the sprite asset.
m_SpriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode(m_SpriteAsset.name);
// Assign new Sprite Sheet texture to the Sprite Asset.
m_SpriteAsset.spriteSheet = m_SpriteAtlas;
m_SpriteAsset.spriteInfoList = m_SpriteInfoList;
// Add new default material for sprite asset.
AddDefaultMaterial(m_SpriteAsset);
}
/// <summary>
/// Create and add new default material to sprite asset.
/// </summary>
/// <param name="spriteAsset"></param>
static void AddDefaultMaterial(TMP_SpriteAsset spriteAsset)
{
Shader shader = Shader.Find("TextMeshPro/Sprite");
Material material = new Material(shader);
material.SetTexture(ShaderUtilities.ID_MainTex, spriteAsset.spriteSheet);
spriteAsset.material = material;
material.hideFlags = HideFlags.HideInHierarchy;
AssetDatabase.AddObjectToAsset(material, spriteAsset);
}
/// <summary>
/// Limits the minimum size of the editor window.
/// </summary>
void SetEditorWindowSize()
{
EditorWindow editorWindow = this;
Vector2 currentWindowSize = editorWindow.minSize;
editorWindow.minSize = new Vector2(Mathf.Max(230, currentWindowSize.x), Mathf.Max(300, currentWindowSize.y));
}
}
}