282 lines
10 KiB
C#
282 lines
10 KiB
C#
#if UNITY_EDITOR
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using System.Collections.Generic;
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using System.IO;
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using Superlazy;
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using UnityEngine;
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using UnityEngine.U2D;
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using UnityEditor;
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using UnityEditor.U2D;
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namespace DDD
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{
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public static class AssetPostprocessorSprite
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{
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private static readonly HashSet<string> TargetPaths = new HashSet<string>();
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public static void OnPreprocessTexture(TextureImporter importer)
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{
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importer.textureType = TextureImporterType.Sprite;
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importer.spriteImportMode = SpriteImportMode.Single;
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importer.GetSourceTextureWidthAndHeight(out var width, out var height);
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importer.spritePixelsPerUnit = width <= height ? width : height;
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importer.sRGBTexture = true;
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importer.isReadable = true;
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importer.mipmapEnabled = false;
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importer.streamingMipmaps = false;
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importer.wrapMode = TextureWrapMode.Clamp;
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importer.filterMode = FilterMode.Bilinear;
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importer.textureCompression = TextureImporterCompression.Uncompressed;
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importer.crunchedCompression = false;
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var textureSettings = new TextureImporterSettings();
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importer.ReadTextureSettings(textureSettings);
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textureSettings.spriteMeshType = SpriteMeshType.FullRect;
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textureSettings.spriteExtrude = 2;
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importer.SetTextureSettings(textureSettings);
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string path = importer.assetPath;
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EditorApplication.delayCall += () => { TryApplyPivotAfterImport(path); };
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}
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private static void TryApplyPivotAfterImport(string path)
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{
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if (string.IsNullOrEmpty(path)) return;
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// ✅ 무한 루프 방지 플래그 확인
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string sessionKey = $"__SPRITE_PIVOT_SET__{path}";
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if (SessionState.GetBool(sessionKey, false))
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{
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SessionState.EraseBool(sessionKey);
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return; // 이미 한 번 처리한 경우 재진입 금지
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}
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var texture = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
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if (texture == null || !texture.isReadable) return;
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int height = texture.height;
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int width = texture.width;
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int bottomY = height;
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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if (texture.GetPixel(x, y).a > 0.01f)
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{
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bottomY = y;
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goto FOUND_ALPHA;
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}
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}
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}
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FOUND_ALPHA:
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if (bottomY == height)
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{
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Debug.LogWarning($"[SpritePivot] 모든 픽셀이 투명하여 pivot 설정 생략: {path}");
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return;
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}
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float pivotY = (float)bottomY / height;
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var importer = AssetImporter.GetAtPath(path) as TextureImporter;
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if (importer == null) return;
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var settings = new TextureImporterSettings();
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importer.ReadTextureSettings(settings);
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settings.spriteAlignment = (int)SpriteAlignment.Custom;
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settings.spritePivot = new Vector2(0.5f, pivotY);
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importer.SetTextureSettings(settings);
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// ✅ 재임포트 플래그 설정 후 실행 (한 번만)
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SessionState.SetBool(sessionKey, true);
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AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);
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}
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public static void OnRemove(string path, string movePath)
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{
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var upperPath = path.ToUpper();
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if (upperPath.Contains(PathConstants.RawSpritesPathUpper) == false ||
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upperPath.Contains(ExtenstionConstants.PngExtensionUpper) == false) return;
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if (TargetPaths.Contains(path) == false)
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{
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TargetPaths.Add(path);
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}
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}
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public static void OnAdd(string path)
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{
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var upperPath = path.ToUpper();
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if (upperPath.Contains(PathConstants.RawSpritesPathUpper) == false ||
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upperPath.Contains(ExtenstionConstants.PngExtensionUpper) == false) return;
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if (TargetPaths.Contains(path) == false)
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{
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TargetPaths.Add(path);
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}
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}
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public static void CreateAtlas(string path, string destPath)
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{
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var oldAtlas = AssetDatabase.LoadAssetAtPath<SpriteAtlas>(destPath);
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if (oldAtlas != null)
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{
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AssetDatabase.DeleteAsset(destPath);
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}
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var di = new DirectoryInfo(path);
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if (di.Exists == false) return;
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var objects = new List<Object>();
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foreach (var file in di.GetFiles())
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{
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if (file.Name.ToUpper().IsRight(ExtenstionConstants.PngExtensionUpper) == false) continue;
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var filePath = path + "/" + file.Name;
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var fileName = file.Name.Substring(0, file.Name.Length - ExtenstionConstants.PngExtensionLower.Length);
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var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(filePath);
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var maxSize = sprite.rect.size.x > sprite.rect.size.y ? sprite.rect.size.x : sprite.rect.size.y;
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if (maxSize > 1024)
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{
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CreateSingleAtlas(filePath, path.Replace(PathConstants.RawFolderPath, PathConstants.AddressablesFolderPath) + $"_{fileName}{ExtenstionConstants.SpriteAtlasExtenstionLower}");
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continue;
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}
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objects.Add(sprite);
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}
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if (objects.Count == 0) return;
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Utils.MakeFolderFromFilePath(destPath);
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var atlas = new SpriteAtlasAsset();
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var spriteAtlasComponents = new List<IPostProcessorSpriteAtlas>();
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spriteAtlasComponents.CreateInstanceList();
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foreach (var component in spriteAtlasComponents)
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{
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component.OnAddSprite(atlas);
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}
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atlas.Add(objects.ToArray());
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SpriteAtlasAsset.Save(atlas, destPath);
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AssetDatabase.Refresh();
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var sai = (SpriteAtlasImporter)AssetImporter.GetAtPath(destPath);
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sai.packingSettings = new SpriteAtlasPackingSettings
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{
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enableRotation = false,
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enableTightPacking = false,
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enableAlphaDilation = false,
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padding = 4,
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blockOffset = 0
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};
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sai.textureSettings = new SpriteAtlasTextureSettings
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{
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filterMode = FilterMode.Bilinear,
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sRGB = true,
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generateMipMaps = false
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};
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}
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public static void CreateSingleAtlas(string path, string destPath)
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{
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var oldAtlas = AssetDatabase.LoadAssetAtPath<SpriteAtlas>(destPath);
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if (oldAtlas != null)
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{
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AssetDatabase.DeleteAsset(destPath);
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}
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Utils.MakeFolderFromFilePath(destPath);
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var atlas = new SpriteAtlasAsset();
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var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);
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atlas.Add(new Object[] { sprite });
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var spriteAtlasComponents = new List<IPostProcessorSpriteAtlas>();
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spriteAtlasComponents.CreateInstanceList();
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foreach (var component in spriteAtlasComponents)
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{
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component.OnAddSprite(atlas);
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}
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SpriteAtlasAsset.Save(atlas, destPath);
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AssetDatabase.Refresh();
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var sai = (SpriteAtlasImporter)AssetImporter.GetAtPath(destPath);
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sai.packingSettings = new SpriteAtlasPackingSettings
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{
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enableRotation = false,
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enableTightPacking = false,
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enableAlphaDilation = false,
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padding = 4,
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blockOffset = 0
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};
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sai.textureSettings = new SpriteAtlasTextureSettings
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{
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filterMode = FilterMode.Bilinear,
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sRGB = true,
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generateMipMaps = false
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};
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}
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public static void CreatePrefab(string path, string destPath)
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{
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try
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{
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var spriteCreateComponents = new List<IPostProcessorSpriteAtlas>();
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spriteCreateComponents.CreateInstanceList();
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var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);
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if (sprite == null) return;
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GameObject prefab = new GameObject(sprite.name);
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prefab.transform.localPosition = Vector3.zero;
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prefab.transform.localRotation = Quaternion.identity;
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prefab.name = sprite.name;
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GameObject visualLook = new GameObject(CommonConstants.VisualLook);
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visualLook.transform.SetParent(prefab.transform);
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visualLook.transform.localPosition = Vector3.zero;
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visualLook.transform.localRotation = Quaternion.Euler(new Vector3(40f, 0f, 0f));
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SpriteRenderer spriteRenderer = visualLook.AddComponent<SpriteRenderer>();
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spriteRenderer.sprite = sprite;
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spriteRenderer.sortingOrder = 5;
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Utils.MakeFolderFromFilePath(destPath);
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AssetDatabase.DeleteAsset(destPath);
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var newPrefab =
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PrefabUtility.SaveAsPrefabAssetAndConnect(prefab, destPath, InteractionMode.AutomatedAction);
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Object.DestroyImmediate(prefab, false);
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Debug.Log("Build : " + destPath, newPrefab);
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}
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catch (System.Exception e)
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{
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Debug.LogError("Cant build " + destPath + "\n" + e);
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}
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}
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public static void BuildTarget()
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{
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foreach (var path in TargetPaths)
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{
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CreateAtlas(Utils.FolderPath(path), Utils.FolderPath(path).Replace(PathConstants.RawFolderPath, PathConstants.AddressablesFolderPath) + ExtenstionConstants.SpriteAtlasExtenstionLower);
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}
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TargetPaths.Clear();
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}
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}
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}
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#endif |