场景:每个季节(夏季、秋季等)用户都有不同的瓷砖调色板。如果分片中的瓷砖数量大于5或10,那么使用流行的统一技术在两者之间切换将是一件乏味的事。用户如何编程地在他们的瓷砖调色板之间切换,而不是使用像预制板这样的浪费解决方案呢?
发布于 2020-12-09 04:03:46
这个问题看起来很重要,团结文档会解决这个问题。然而,我发现自己挖掘多年的论坛帖子,想出我的解决方案。这是我想出来的,也不算太复杂。
using UnityEngine;
using UnityEditor;
using System.Collections;
public class SpriteRenamer : MonoBehaviour
{
public Texture2D[] texture2Ds;
public string newName;
private string path;
private TextureImporter textureImporter;
void Start ()
{
foreach(Texture2D texture2D in texture2Ds){
path = AssetDatabase.GetAssetPath (texture2D);
textureImporter = AssetImporter.GetAtPath (path) as TextureImporter;
SpriteMetaData[] sliceMetaData = textureImporter.spritesheet;
int index = 0;
foreach (SpriteMetaData individualSliceData in sliceMetaData)
{
sliceMetaData[index].name = string.Format (newName + "_{0}", index);
print (sliceMetaData[index].name);
index++;
}
textureImporter.spritesheet = sliceMetaData;
EditorUtility.SetDirty (textureImporter);
textureImporter.SaveAndReimport ();
AssetDatabase.ImportAsset (path, ImportAssetOptions.ForceUpdate);
}
}
}将其附加到空场景中的空GameObject (只是为了简单起见)。将您的spritesheets拖放到Texture2D数组中。将newName字段设置为任何您想要的,它将是每个spritesheet中每个sprite名称的前缀。最后,运行场景,每个spritesheet的精灵将被重命名,以使每个对应的sprite具有相同的名称。
,
的脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class ReskinnableTileBase : TileBase
{
public Sprite sprite;
public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
{
tileData.sprite = sprite;
}
}using System;
using System.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
public class Reskinner : MonoBehaviour
{
Sprite[] subSprites;
Tilemap[] tilemaps;
void Start(){
tilemaps = GetComponentsInChildren<Tilemap>();
SetSkin("#INSERT DEFAULT TILE PALETTE NAME HERE#");
}
public void SetSkin(string name){
reloadSprites(name);
foreach(Tilemap tilemap in tilemaps){
for(int x = (int)tilemap.localBounds.min.x; x < tilemap.localBounds.max.x; x++){
for(int y = (int)tilemap.localBounds.min.y; y < tilemap.localBounds.max.y; y++){
TileBase tb = tilemap.GetTile(new Vector3Int(x, y, 0));
Debug.Log(tb);
ReskinnableTileBase rtb = (ReskinnableTileBase)ScriptableObject.CreateInstance(typeof(ReskinnableTileBase));
if(tb == null || rtb == null || tb.name.Length < 1){
continue;
}
Sprite replace = getSubSpriteByName(tb.name);
rtb.sprite = replace;
rtb.name = tb.name;
tilemap.SwapTile(tb, (TileBase)rtb);
}
}
}
}
void reloadSprites(string name){
subSprites = Resources.LoadAll<Sprite>("Spritesheets/" + name);
}
Sprite getSubSpriteByName(string name){
foreach(Sprite s in subSprites){
if(s.name == name){
return s;
}
}
return null;
}
},
Reskinner脚本的引用,并调用SetSkin方法,如下所示:Reskinner reskinner = gridObject.GetComponent<Reskinner>();
reskinner.SetSkin("summer");https://stackoverflow.com/questions/65210466
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