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Unity3D 批量图片资源导入设置

2012-12-25 15:01 477 查看

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批量图片资源导入设置

using UnityEngine;
using System.Collections;
using UnityEditor;
/// <summary>
/// 批量图片资源导入设置
/// 使用说明: 选择需要批量设置的贴图,
/// 单击DuanMenu/Texture Import Settings,
/// 打开窗口后选择对应参数,
/// 点击Set Texture ImportSettings,
/// 稍等片刻,--批量设置成功。
/// </summary>

public class TextureImportSetting : EditorWindow {

/// <summary>
/// 临时存储int[]
/// </summary>
private int[] IntArray = new int[] { 0, 1, 2, 3, 4, 5, 6, 7 };
//AnisoLevel
private int AnisoLevel = 1;
//Filter Mode
private int FilterModeInt = 0;
private string[] FilterModeString = new string[] { "Point", "Bilinear", "Trilinear" };
//Wrap Mode
private int WrapModeInt = 0;
private string[] WrapModeString = new string[] { "Repeat", "Clamp" };
//Texture Type
private int TextureTypeInt = 0;
private string[] TextureTypeString = new string[] { "Texture", "Normal Map", "GUI", "Refelection", "Cookie", "Lightmap", "Advanced" };
//Max Size
private int MaxSizeInt = 5;
private string[] MaxSizeString = new string[] { "32", "64", "128", "256", "512", "1024", "2048", "4096" };
//Format
private int FormatInt = 0;
private string[] FormatString = new string[] { "Compressed", "16 bits", "true color" };

/// <summary>
/// 创建、显示窗体
/// </summary>
[@MenuItem("DuanMenu/Texture Import Settings")]
private static void Init()
{
TextureImportSetting window = (TextureImportSetting)EditorWindow.GetWindow(typeof(TextureImportSetting), true, "TextureImportSetting");
window.Show();
}

/// <summary>
/// 显示窗体里面的内容
/// </summary>
private void OnGUI()
{
//AnisoLevel
GUILayout.BeginHorizontal();
GUILayout.Label("Aniso Level  ");
AnisoLevel = EditorGUILayout.IntSlider(AnisoLevel, 0, 9);
GUILayout.EndHorizontal();
//Filter Mode
FilterModeInt = EditorGUILayout.IntPopup("Filter Mode", FilterModeInt, FilterModeString, IntArray);
//Wrap Mode
WrapModeInt = EditorGUILayout.IntPopup("Wrap Mode", WrapModeInt, WrapModeString, IntArray);
//Texture Type
TextureTypeInt = EditorGUILayout.IntPopup("Texture Type", TextureTypeInt, TextureTypeString, IntArray);
//Max Size
MaxSizeInt = EditorGUILayout.IntPopup("Max Size", MaxSizeInt, MaxSizeString, IntArray);
//Format
FormatInt = EditorGUILayout.IntPopup("Format", FormatInt, FormatString, IntArray);
if (GUILayout.Button("Set Texture ImportSettings"))
LoopSetTexture();
}

/// <summary>
/// 获取贴图设置
/// </summary>
public TextureImporter GetTextureSettings(string path)
{
TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
//AnisoLevel
textureImporter.anisoLevel = AnisoLevel;
//Filter Mode
switch (FilterModeInt)
{
case 0:
textureImporter.filterMode = FilterMode.Point;
break;
case 1:
textureImporter.filterMode = FilterMode.Bilinear;
break;
case 2:
textureImporter.filterMode = FilterMode.Trilinear;
break;
}
//Wrap Mode
switch (WrapModeInt)
{
case 0:
textureImporter.wrapMode = TextureWrapMode.Repeat;
break;
case 1:
textureImporter.wrapMode = TextureWrapMode.Clamp;
break;
}
//Texture Type
switch (TextureTypeInt)
{
case 0:
textureImporter.textureType = TextureImporterType.Image;
break;
case 1:
textureImporter.textureType = TextureImporterType.Bump;
break;
case 2:
textureImporter.textureType = TextureImporterType.GUI;
break;
case 3:
textureImporter.textureType = TextureImporterType.Reflection;
break;
case 4:
textureImporter.textureType = TextureImporterType.Cookie;
break;
case 5:
textureImporter.textureType = TextureImporterType.Lightmap;
break;
case 6:
textureImporter.textureType = TextureImporterType.Advanced;
break;
}
//Max Size
switch (MaxSizeInt)
{
case 0:
textureImporter.maxTextureSize = 32;
break;
case 1:
textureImporter.maxTextureSize = 64;
break;
case 2:
textureImporter.maxTextureSize = 128;
break;
case 3:
textureImporter.maxTextureSize = 256;
break;
case 4:
textureImporter.maxTextureSize = 512;
break;
case 5:
textureImporter.maxTextureSize = 1024;
break;
case 6:
textureImporter.maxTextureSize = 2048;
break;
case 7:
textureImporter.maxTextureSize = 4096;
break;
}
//Format
switch (FormatInt)
{
case 0:
textureImporter.textureFormat = TextureImporterFormat.AutomaticCompressed;
break;
case 1:
textureImporter.textureFormat = TextureImporterFormat.Automatic16bit;
break;
case 2:
textureImporter.textureFormat = TextureImporterFormat.AutomaticTruecolor;
break;
}
return textureImporter;
}

/// <summary>
/// 循环设置选择的贴图
/// </summary>
private void LoopSetTexture()
{
Object[] textures = GetSelectedTextures();
Selection.objects = new Object[0];
foreach (Texture2D texture in textures)
{
string path = AssetDatabase.GetAssetPath(texture);
TextureImporter texImporter = GetTextureSettings(path);
TextureImporterSettings tis = new TextureImporterSettings();
texImporter.ReadTextureSettings(tis);
texImporter.SetTextureSettings(tis);
AssetDatabase.ImportAsset(path);
}
}

/// <summary>
/// 获取选择的贴图
/// </summary>
/// <returns></returns>
private Object[] GetSelectedTextures()
{
return Selection.GetFiltered(typeof(Texture2D), SelectionMode.DeepAssets);
}
}


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