Created
November 21, 2016 21:20
-
-
Save Naphier/b5359faa5865ac7e1d02df9806b7f1a0 to your computer and use it in GitHub Desktop.
Simple editor script that will create a 4x4 texture of the specified color. Useful for prototyping with sprites.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEditor; | |
public class MakeSpriteTexture : EditorWindow | |
{ | |
[MenuItem("Assets/Create Sprite")] | |
static void Init() | |
{ | |
MakeSpriteTexture window = GetWindow<MakeSpriteTexture>("Create Sprite"); | |
window.Show(); | |
Rect winPos = window.position; | |
winPos.width = 210; | |
winPos.height = 100; | |
winPos.position = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f); | |
window.position = winPos; | |
} | |
private Color color = Color.white; | |
private string relPath = "_Sprites/Colors"; | |
void OnGUI() | |
{ | |
GUILayout.Label("Select color the press create.", EditorStyles.boldLabel); | |
relPath = GUILayout.TextField(relPath); | |
color = EditorGUILayout.ColorField(color); | |
if (GUILayout.Button("Create")) | |
{ | |
EnsurePath(relPath); | |
CreateTexture(); | |
} | |
//GUILayout.Label(string.Format("({0}, {1})", position.width, position.height)); | |
} | |
void EnsurePath(string path) | |
{ | |
string fullPath = path; | |
if (fullPath[0] != '\\' || fullPath[0] != '/') | |
fullPath = "/" + fullPath; | |
path = path.Replace("\\", "/"); | |
fullPath = Application.dataPath + fullPath; | |
string[] folders = path.Split('/'); | |
if (!AssetDatabase.IsValidFolder("Assets/" + path)) | |
{ | |
Debug.LogFormat("Folder '{0}' is not valid. Creating path: {1}", fullPath, path); | |
string parent = "Assets"; | |
for (int i = 0; i < folders.Length; i++) | |
{ | |
if (i > 0) | |
parent += "/" + folders[i - 1]; | |
string guid = AssetDatabase.CreateFolder(parent, folders[i]); | |
string newFolderPath = AssetDatabase.GUIDToAssetPath(guid); | |
AssetDatabase.Refresh(); | |
Debug.LogFormat("parent: {0} folder: {1} newFolderPath: {2}", parent, folders[i], newFolderPath); | |
} | |
} | |
else | |
{ | |
//Debug.LogFormat("Path: '{0}' is valid", path); | |
} | |
} | |
void CreateTexture() | |
{ | |
Texture2D tex = new Texture2D(4, 4); | |
for (int i = 0; i < tex.width; i++) | |
{ | |
for (int j = 0; j < tex.height; j++) | |
{ | |
tex.SetPixel(i, j, color); | |
} | |
} | |
tex.Apply(); | |
byte[] bytes = tex.EncodeToPNG(); | |
string fileName = color.ToString().Replace("RGBA", "") + ".png"; | |
string dbPath = "Assets/" + relPath + "/" + fileName; | |
string systemPath = Application.dataPath + "/" + relPath + "/"; | |
System.IO.File.WriteAllBytes(systemPath + fileName, bytes); | |
Object.DestroyImmediate(tex); | |
AssetDatabase.Refresh(); | |
TextureImporter tImport = (TextureImporter)AssetImporter.GetAtPath(dbPath); | |
if (tImport == null) | |
Debug.LogError("tImport sucks"); | |
else | |
{ | |
tImport.textureType = TextureImporterType.Sprite; | |
tImport.mipmapEnabled = false; | |
tImport.maxTextureSize = 32; | |
tImport.filterMode = FilterMode.Point; | |
AssetDatabase.ImportAsset(tImport.assetPath, ImportAssetOptions.ForceUpdate); | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment