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using UnityEngine;
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using UnityEngine.TextCore;
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using UnityEditor;
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using System.Linq;
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using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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namespace TMPro.EditorUtilities
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{
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public static class TMP_SpriteAssetMenu
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{
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// Add a Context Menu to the Sprite Asset Editor Panel to Create and Add a Default Material.
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[MenuItem("CONTEXT/TMP_SpriteAsset/Add Default Material", false, 2200)]
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static void CopyTexture(MenuCommand command)
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{
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TMP_SpriteAsset spriteAsset = (TMP_SpriteAsset)command.context;
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// Make sure the sprite asset already contains a default material
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if (spriteAsset != null && spriteAsset.material == null)
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{
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// Add new default material for sprite asset.
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AddDefaultMaterial(spriteAsset);
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}
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}
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// Add a Context Menu to the Sprite Asset Editor Panel to update existing sprite assets.
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[MenuItem("CONTEXT/TMP_SpriteAsset/Update Sprite Asset", false, 2100)]
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static void UpdateSpriteAsset(MenuCommand command)
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{
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TMP_SpriteAsset spriteAsset = (TMP_SpriteAsset)command.context;
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if (spriteAsset == null)
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return;
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// Get a list of all the sprites contained in the texture referenced by the sprite asset.
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// This only works if the texture is set to sprite mode.
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string filePath = AssetDatabase.GetAssetPath(spriteAsset.spriteSheet);
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if (string.IsNullOrEmpty(filePath))
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return;
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// Get all the Sprites sorted Left to Right / Top to Bottom
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Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray();
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List<TMP_SpriteGlyph> spriteGlyphTable = spriteAsset.spriteGlyphTable;
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// Finding available glyph indexes to insert new glyphs into.
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var tempGlyphTable = spriteGlyphTable.OrderBy(glyph => glyph.index).ToList();
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List<uint> availableGlyphIndexes = new List<uint>();
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int elementIndex = 0;
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for (uint i = 0; i < tempGlyphTable[tempGlyphTable.Count - 1].index; i++)
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{
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uint currentElementIndex = tempGlyphTable[elementIndex].index;
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if (i == currentElementIndex)
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elementIndex += 1;
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else
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availableGlyphIndexes.Add(i);
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}
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// Iterate over each of the sprites in the texture to try to match them to existing sprites in the sprite asset.
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for (int i = 0; i < sprites.Length; i++)
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{
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int id = sprites[i].GetInstanceID();
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int glyphIndex = spriteGlyphTable.FindIndex(item => item.sprite.GetInstanceID() == id);
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if (glyphIndex == -1)
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{
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// Add new Sprite Glyph to the table
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Sprite sprite = sprites[i];
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TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph();
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// Get available glyph index
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if (availableGlyphIndexes.Count > 0)
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{
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spriteGlyph.index = availableGlyphIndexes[0];
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availableGlyphIndexes.RemoveAt(0);
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}
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else
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spriteGlyph.index = (uint)spriteGlyphTable.Count;
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spriteGlyph.metrics = new GlyphMetrics(sprite.rect.width, sprite.rect.height, -sprite.pivot.x, sprite.rect.height - sprite.pivot.y, sprite.rect.width);
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spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
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spriteGlyph.scale = 1.0f;
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spriteGlyph.sprite = sprite;
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spriteGlyphTable.Add(spriteGlyph);
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TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter(0, spriteGlyph);
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spriteCharacter.name = sprite.name;
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spriteCharacter.scale = 1.0f;
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spriteAsset.spriteCharacterTable.Add(spriteCharacter);
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}
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else
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{
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// Look for changes in existing Sprite Glyph
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Sprite sprite = sprites[i];
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TMP_SpriteGlyph spriteGlyph = spriteGlyphTable[glyphIndex];
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// We only update changes to the sprite position / glyph rect.
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if (spriteGlyph.glyphRect.x != sprite.rect.x || spriteGlyph.glyphRect.y != sprite.rect.y || spriteGlyph.glyphRect.width != sprite.rect.width || spriteGlyph.glyphRect.height != sprite.rect.height)
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spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
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}
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}
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// Sort glyph table by glyph index
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spriteAsset.SortGlyphTable();
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spriteAsset.UpdateLookupTables();
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TMPro_EventManager.ON_SPRITE_ASSET_PROPERTY_CHANGED(true, spriteAsset);
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}
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[MenuItem("Assets/Create/TextMeshPro/Sprite Asset", false, 110)]
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public static void CreateSpriteAsset()
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{
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Object target = Selection.activeObject;
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// Make sure the selection is a texture.
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if (target == null || target.GetType() != typeof(Texture2D))
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{
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Debug.LogWarning("A texture which contains sprites must first be selected in order to create a TextMesh Pro Sprite Asset.");
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return;
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}
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Texture2D sourceTex = target as Texture2D;
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// Get the path to the selected texture.
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string filePathWithName = AssetDatabase.GetAssetPath(sourceTex);
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string fileNameWithExtension = Path.GetFileName(filePathWithName);
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string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(filePathWithName);
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string filePath = filePathWithName.Replace(fileNameWithExtension, "");
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// Check if Sprite Asset already exists
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TMP_SpriteAsset spriteAsset = AssetDatabase.LoadAssetAtPath(filePath + fileNameWithoutExtension + ".asset", typeof(TMP_SpriteAsset)) as TMP_SpriteAsset;
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bool isNewAsset = spriteAsset == null ? true : false;
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if (isNewAsset)
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{
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// Create new Sprite Asset using this texture
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spriteAsset = ScriptableObject.CreateInstance<TMP_SpriteAsset>();
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AssetDatabase.CreateAsset(spriteAsset, filePath + fileNameWithoutExtension + ".asset");
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spriteAsset.version = "1.1.0";
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// Compute the hash code for the sprite asset.
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spriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteAsset.name);
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// Assign new Sprite Sheet texture to the Sprite Asset.
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spriteAsset.spriteSheet = sourceTex;
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List<TMP_SpriteGlyph> spriteGlyphTable = new List<TMP_SpriteGlyph>();
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List<TMP_SpriteCharacter> spriteCharacterTable = new List<TMP_SpriteCharacter>();
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PopulateSpriteTables(sourceTex, ref spriteCharacterTable, ref spriteGlyphTable);
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spriteAsset.spriteCharacterTable = spriteCharacterTable;
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spriteAsset.spriteGlyphTable = spriteGlyphTable;
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// Add new default material for sprite asset.
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AddDefaultMaterial(spriteAsset);
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}
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//else
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//{
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// spriteAsset.spriteInfoList = UpdateSpriteInfo(spriteAsset);
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// // Make sure the sprite asset already contains a default material
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// if (spriteAsset.material == null)
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// {
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// // Add new default material for sprite asset.
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// AddDefaultMaterial(spriteAsset);
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// }
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//}
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// Update Lookup tables.
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spriteAsset.UpdateLookupTables();
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// Get the Sprites contained in the Sprite Sheet
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EditorUtility.SetDirty(spriteAsset);
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//spriteAsset.sprites = sprites;
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// Set source texture back to Not Readable.
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//texImporter.isReadable = false;
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AssetDatabase.SaveAssets();
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AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(spriteAsset)); // Re-import font asset to get the new updated version.
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//AssetDatabase.Refresh();
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}
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private static void PopulateSpriteTables(Texture source, ref List<TMP_SpriteCharacter> spriteCharacterTable, ref List<TMP_SpriteGlyph> spriteGlyphTable)
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{
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//Debug.Log("Creating new Sprite Asset.");
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string filePath = AssetDatabase.GetAssetPath(source);
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// Get all the Sprites sorted by Index
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Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray();
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for (int i = 0; i < sprites.Length; i++)
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{
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Sprite sprite = sprites[i];
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TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph();
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spriteGlyph.index = (uint)i;
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spriteGlyph.metrics = new GlyphMetrics(sprite.rect.width, sprite.rect.height, -sprite.pivot.x, sprite.rect.height - sprite.pivot.y, sprite.rect.width);
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spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
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spriteGlyph.scale = 1.0f;
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spriteGlyph.sprite = sprite;
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spriteGlyphTable.Add(spriteGlyph);
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TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter(0, spriteGlyph);
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spriteCharacter.name = sprite.name;
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spriteCharacter.scale = 1.0f;
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spriteCharacterTable.Add(spriteCharacter);
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}
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}
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/// <summary>
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/// Create and add new default material to sprite asset.
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/// </summary>
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/// <param name="spriteAsset"></param>
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private static void AddDefaultMaterial(TMP_SpriteAsset spriteAsset)
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{
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Shader shader = Shader.Find("TextMeshPro/Sprite");
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Material material = new Material(shader);
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material.SetTexture(ShaderUtilities.ID_MainTex, spriteAsset.spriteSheet);
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spriteAsset.material = material;
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material.hideFlags = HideFlags.HideInHierarchy;
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AssetDatabase.AddObjectToAsset(material, spriteAsset);
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}
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// Update existing SpriteInfo
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private static List<TMP_Sprite> UpdateSpriteInfo(TMP_SpriteAsset spriteAsset)
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{
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//Debug.Log("Updating Sprite Asset.");
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string filePath = AssetDatabase.GetAssetPath(spriteAsset.spriteSheet);
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// Get all the Sprites sorted Left to Right / Top to Bottom
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Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray();
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for (int i = 0; i < sprites.Length; i++)
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{
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Sprite sprite = sprites[i];
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// Check if the sprite is already contained in the SpriteInfoList
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int index = -1;
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if (spriteAsset.spriteInfoList.Count > i && spriteAsset.spriteInfoList[i].sprite != null)
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index = spriteAsset.spriteInfoList.FindIndex(item => item.sprite.GetInstanceID() == sprite.GetInstanceID());
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// Use existing SpriteInfo if it already exists
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TMP_Sprite spriteInfo = index == -1 ? new TMP_Sprite() : spriteAsset.spriteInfoList[index];
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Rect spriteRect = sprite.rect;
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spriteInfo.x = spriteRect.x;
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spriteInfo.y = spriteRect.y;
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spriteInfo.width = spriteRect.width;
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spriteInfo.height = spriteRect.height;
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// Get Sprite Pivot
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Vector2 pivot = new Vector2(0 - (sprite.bounds.min.x) / (sprite.bounds.extents.x * 2), 0 - (sprite.bounds.min.y) / (sprite.bounds.extents.y * 2));
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// The position of the pivot influences the Offset position.
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spriteInfo.pivot = new Vector2(0 - pivot.x * spriteRect.width, spriteRect.height - pivot.y * spriteRect.height);
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if (index == -1)
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{
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// Find the next available index for this Sprite
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int[] ids = spriteAsset.spriteInfoList.Select(item => item.id).ToArray();
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int id = 0;
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for (int j = 0; j < ids.Length; j++ )
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{
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if (ids[0] != 0) break;
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if (j > 0 && (ids[j] - ids[j - 1]) > 1)
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{
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id = ids[j - 1] + 1;
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break;
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}
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id = j + 1;
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}
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spriteInfo.sprite = sprite;
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spriteInfo.name = sprite.name;
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spriteInfo.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteInfo.name);
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spriteInfo.id = id;
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spriteInfo.xAdvance = spriteRect.width;
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spriteInfo.scale = 1.0f;
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spriteInfo.xOffset = spriteInfo.pivot.x;
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spriteInfo.yOffset = spriteInfo.pivot.y;
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spriteAsset.spriteInfoList.Add(spriteInfo);
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// Sort the Sprites by ID
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spriteAsset.spriteInfoList = spriteAsset.spriteInfoList.OrderBy(s => s.id).ToList();
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}
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else
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{
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spriteAsset.spriteInfoList[index] = spriteInfo;
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}
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}
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return spriteAsset.spriteInfoList;
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}
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}
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}
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Reference in New Issue
Block a user