我试图通过利用流媒体资产在我的Unity游戏中允许一定程度的修改。我可以导入单个精灵没问题,但我不知道如何将导入的流资源精灵设置为精灵模式:多个并将精灵切片到其子部分。
这是我现在用于导入的测试类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using PixelsoftGames.Tools2D;
using System.IO;
public class Sandbox : MonoBehaviour
{
SpriteRenderer sRenderer = null;
private void Awake()
{
sRenderer = GetComponent<SpriteRenderer>();
}
private void Start()
{
DirectoryInfo directoryInfo = new DirectoryInfo(Application.streamingAssetsPath);
FileInfo[] allFiles = directoryInfo.GetFiles("*.*");
foreach(FileInfo file in allFiles)
if(file.Name.Contains("Laser"))
StartCoroutine("LoadSprite", file);
}
IEnumerator LoadSprite(FileInfo file)
{
if (file.Name.Contains("meta"))
yield break;
else
{
string fileWithoutExtension = Path.GetFileNameWithoutExtension(file.ToString());
string finalPath;
WWW localFile;
Texture2D texture;
finalPath = "file://" + file.ToString();
localFile = new WWW(finalPath);
Debug.Log(finalPath);
yield return localFile;
texture = localFile.texture;
texture.filterMode = FilterMode.Point;
Sprite sprite = Sprite.Create(texture as Texture2D, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f), 32f);
sRenderer.sprite = sprite;
}
}
}
您不能只在SpamingAssets文件夹中删除Sprite表,并希望直接在构建中访问它。由于Sprite表格是Unity格式,因此您必须使用Unity的资源/资产API之一来访问它。有两种方法可以做到这一点:
1.使用Resources
API。这意味着您必须使用Resources文件夹而不是StreamingAssets文件夹。将Sprite atlas放在Resources文件夹中,然后阅读如下:
Sprite[] sprite = Resources.LoadAll<Sprite>("spriteFile") as Sprite[];
2.如果要使用StreamingAssets文件夹,则必须将Sprite表构建为Assetbundle,然后使用AssetBundle
API在运行时读取它。 AssetBundle.LoadAssetWithSubAssets
和AssetBundle.LoadAssetWithSubAssetsAsync
(推荐)函数用于加载Sprite图集。
这个post展示了如何构建AssetBundle。忽略加载部分,因为加载精灵图集与加载普通纹理不同。构建它之后,请参阅下面的加载方法。精灵地图集存储在loadedSprites
变量中:
public Image image;
string nameOfAssetBundle = "animals";
string nameOfObjectToLoad = "dog";
void Start()
{
StartCoroutine(LoadAsset(nameOfAssetBundle, nameOfObjectToLoad));
}
IEnumerator LoadAsset(string assetBundleName, string objectNameToLoad)
{
string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, "AssetBundles");
filePath = System.IO.Path.Combine(filePath, assetBundleName);
//Load "animals" AssetBundle
var assetBundleCreateRequest = AssetBundle.LoadFromFileAsync(filePath);
yield return assetBundleCreateRequest;
AssetBundle asseBundle = assetBundleCreateRequest.assetBundle;
//Load the "dog" Asset (Use Sprite since it's a Sprite. Use GameObject if prefab)
AssetBundleRequest asset = asseBundle.LoadAssetWithSubAssetsAsync<Sprite>(objectNameToLoad);
yield return asset;
//Retrive all the Object atlas and store them in loadedSprites Sprite
UnityEngine.Object[] loadedAsset = asset.allAssets as UnityEngine.Object[];
Sprite[] loadedSprites = new Sprite[loadedAsset.Length];
for (int i = 0; i < loadedSprites.Length; i++)
loadedSprites[i] = (Sprite)loadedAsset[i];
Debug.Log("Atlas Count: " + loadedSprites.Length);
for (int i = 0; i < loadedSprites.Length; i++)
{
Debug.LogWarning(loadedSprites[i].name);
//Do something with the loaded loadedAsset object (Load to Image component for example)
image.sprite = loadedSprites[i];
}
}