101 lines
4.1 KiB
C#
101 lines
4.1 KiB
C#
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#if UNITY_EDITOR
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using System;
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using System.IO;
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using UnityEngine;
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using UnityEditor;
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namespace BrainFailProductions.PolyFew.AsImpL
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{
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public class EditorUtil
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{
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/// <summary>
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/// Create a folder, if not yet created, in the asset database
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/// </summary>
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/// <param name="path">path that will contain the new folder</param>
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/// <param name="folder">name of the folder</param>
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public static void CreateAssetFolder(string path, string folder)
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{
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if (!AssetDatabase.IsValidFolder(path + "/" + folder))
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{
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AssetDatabase.CreateFolder(path, folder);
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}
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}
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/// <summary>
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/// Capture a screenshot, naming its file automatically with date and time,
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/// then shows the file in the file manager (e.g. Explorer)
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/// </summary>
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/// <param name="prefix">prefix at the beginning of the file name</param>
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public static void AutoCaptureScreenshot(string prefix)
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{
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string fileName = prefix + "-" + DateTime.Now.ToString("s").Replace('T', '_').Replace(':', '-') + ".png";
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#if UNITY_2017_1_OR_NEWER
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ScreenCapture.CaptureScreenshot(fileName);
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#else
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Application.CaptureScreenshot(fileName);
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#endif
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Debug.Log("Screenshot saved to " + Application.dataPath + "/" + fileName);
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EditorUtility.RevealInFinder(Application.dataPath);
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}
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/// <summary>
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/// Set a texture in the asset database as readable to perform image analisys
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/// </summary>
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/// <param name="texAssetPath"></param>
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public static void SetTextureReadable(string texAssetPath)
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{
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TextureImporter textureImporter = AssetImporter.GetAtPath(texAssetPath) as TextureImporter;
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if (textureImporter)
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{
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Debug.LogFormat("Changing import settings for texture {0}...", texAssetPath);
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textureImporter.isReadable = true;
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textureImporter.alphaIsTransparency = true;
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textureImporter.SaveAndReimport();
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}
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else
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{
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Debug.LogError("Texture importer for not found for " + texAssetPath);
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}
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}
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/// <summary>
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/// Save a new texture to the asset databse and reimport it
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/// </summary>
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/// <param name="texture">new texture</param>
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/// <param name="texAssetPath">path in the asset database</param>
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/// <param name="postFix">postfix appended to the file name</param>
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/// <param name="isNormalMap">if true the texture importer is set to normal map</param>
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public static void SaveAndReimportPngTexture(ref Texture2D texture, string texAssetPath, string postFix, bool isNormalMap = false)
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{
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string newTexAssetPath = Path.GetDirectoryName(texAssetPath) + "/" + Path.GetFileNameWithoutExtension(texAssetPath) + postFix + ".png";
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if (newTexAssetPath != texAssetPath)
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{
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Debug.LogFormat("Storing texture {0}...", newTexAssetPath);
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// Encode texture into PNG
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byte[] bytes = texture.EncodeToPNG();
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File.WriteAllBytes(Application.dataPath + "/../" + newTexAssetPath, bytes);
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//texture.LoadImage(bytes, false);
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//AssetDatabase.CreateAsset(texture, newTexAssetPath);
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//AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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//EditorUtil.SetTextureReadable(texture, newTexAssetPath);
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texAssetPath = newTexAssetPath;
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if (isNormalMap)
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{
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TextureImporter newTextureImporter = AssetImporter.GetAtPath(texAssetPath) as TextureImporter;
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newTextureImporter.textureType = TextureImporterType.NormalMap;
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newTextureImporter.SaveAndReimport();
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}
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//newTextureImporter.isReadable = true;
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//AssetDatabase.CreateAsset(newTextureImporter, newTexAssetPath);
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texture = AssetDatabase.LoadAssetAtPath<Texture2D>(texAssetPath);
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}
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}
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}
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}
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#endif
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