Created
October 1, 2019 05:23
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using UnityEngine; | |
using UnityEditor; | |
public class TextureArrayWizard : ScriptableWizard | |
{ | |
[SerializeField] private Texture2D[] textures = null; | |
[MenuItem("Assets/Create/Texture Array")] | |
static void CreateWizard() | |
{ | |
var wiz = ScriptableWizard.DisplayWizard<TextureArrayWizard>("Create Texture Array", "Create"); | |
wiz.textures = new Texture2D[Selection.objects.Length]; | |
for(int i = 0; i < Selection.objects.Length; i++) | |
{ | |
Texture2D tex = (Texture2D) Selection.objects[i]; | |
if(tex != null) | |
wiz.textures[i] = tex; | |
} | |
} | |
void OnWizardCreate() | |
{ | |
if(textures.Length == 0) | |
return; | |
string path = EditorUtility.SaveFilePanelInProject("Save Texture Array", "Texture Array", "asset", "Save Texture Array"); | |
if(path.Length == 0) | |
return; | |
//Try to find an existing asset, to update instead of creating fresh | |
var oldTexArray = AssetDatabase.LoadAssetAtPath(path, typeof(Texture2DArray)); | |
Texture2D t = textures[0]; | |
Texture2DArray tArray = new Texture2DArray(t.width, t.height, textures.Length, t.format, t.mipmapCount > 1); | |
tArray.filterMode = t.filterMode; | |
tArray.wrapMode = t.wrapMode; | |
for(int i = 0; i < textures.Length; i++) | |
{ | |
for(int m = 0; m < t.mipmapCount; m++) | |
{ | |
Graphics.CopyTexture(textures[i], 0, m, tArray, i, m); | |
} | |
} | |
if(oldTexArray != null) | |
{ | |
AssetDatabase.RemoveObjectFromAsset(oldTexArray); | |
AssetDatabase.AddObjectToAsset(tArray, path); | |
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate); | |
AssetDatabase.Refresh(); | |
} | |
else | |
{ | |
AssetDatabase.CreateAsset(tArray, path); | |
} | |
} | |
} |
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