我有一个Sprite和一个Spriteatlas,它们都具有“ Read / Write Enabled”。我想用代码将此精灵添加到spriteatlas的“打包对象”中。我找到了这个U2D.SpriteAtlasExtensions.Add。但是我不知道如何使用它。这是下面的代码,但是不起作用。
using UnityEngine;
using UnityEditor;
using UnityEngine.U2D;
using UnityEditor.U2D;
public class SpriteAtlasTool : EditorWindow
{
[MenuItem("Tools/SpriteAtlasTool")]
static void DoIt ()
{
EditorWindow.GetWindow(typeof(SpriteAtlasTool));
//EditorUtility.DisplayDialog("MyTool", "Do It in C# !", "OK", "");
}
private void OnGUI ()
{
if (true == GUILayout.Button("Test to Add"))
{
Debug.Log("AddPic");
SpriteAtlas temp = Resources.Load<SpriteAtlas>("Sprite Atlas/CharacterHeader/123");
Sprite a = Resources.Load<Sprite>("TalkFile/ChoiceCenter/325709-130GH0214652");
Debug.Log("before add " + temp.spriteCount);
SpriteAtlasExtensions.Add(temp, new Object[] { a});
AssetDatabase.Refresh();
Debug.Log("after add " + temp.spriteCount);
}
}
}
控制台是
AddPic
before add 0
after add 0
添加新事物后,您还需要将其保存回资产...当前,您仅加载资源并进行更改,但是在保存之前,这只是暂时的原因
private void OnGUI ()
{
if (GUILayout.Button("Test to Add"))
{
Debug.Log("AddPic");
SpriteAtlas temp = Resources.Load<SpriteAtlas>("Sprite Atlas/CharacterHeader/123");
Sprite a = Resources.Load<Sprite>("/TalkFile/ChoiceCenter/325709-130GH0214652");
Debug.Log("before add " + temp.spriteCount);
SpriteAtlasExtensions.Add(temp, new Object[] { a});
// save all changed assets (basically the same as CTRL+S)
AssetDataBase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("after add " + temp.spriteCount);
}
}
注:在智能手机上键入,但我希望这个想法能清楚明白