using System.Collections; using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine;
public class SpriteExportTexture : MonoBehaviour { [MenuItem("Tools/导出精灵")] static void SaveSprite() { foreach (Object obj in Selection.objects) {
// 创建导出文件夹 string outPath = Application.dataPath + "/OutSprite/" + obj.name; if (!Directory.Exists(outPath)) { Directory.CreateDirectory(outPath); } else { string[] s = Directory.GetFiles(outPath); for (int i = 0; i < s.Length; i++) { File.Delete(s[i]); } } string selectionPath = AssetDatabase.GetAssetPath(obj); TextureImporter importer = TextureImporter.GetAtPath(selectionPath) as TextureImporter;
Texture2D oTex = AssetDatabase.LoadAssetAtPath<Texture2D>(selectionPath);
object[] sprites = AssetDatabase.LoadAllAssetsAtPath(selectionPath); foreach (SpriteMetaData meta in importer.spritesheet) { // 创建单独的纹理 Texture2D tex = new Texture2D((int)meta.rect.width, (int)meta.rect.height, oTex.format, false); tex.SetPixels(oTex.GetPixels((int)meta.rect.xMin, (int)meta.rect.yMin, (int)meta.rect.width, (int)meta.rect.height)); tex.Apply();
File.WriteAllBytes(outPath + "/" + meta.name + ".png", tex.EncodeToPNG()); Debug.Log("SaveSprite to " + outPath); } } AssetDatabase.Refresh(); Debug.Log("SaveSprite Finished"); } }