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using System.Collections.Generic; | |
using System.IO; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using UnityEngine; | |
// This is only useful for spritesheets that need to be automatically sliced (Sprite Editor > Slice > Automatic) | |
public class AutoSpriteSlicer | |
{ | |
[MenuItem("Tools/Slice Spritesheets %&s")] | |
public static void Slice() | |
{ | |
var textures = Selection.GetFiltered<Texture2D>(SelectionMode.Assets); | |
foreach (var texture in textures) | |
{ | |
ProcessTexture(texture); | |
} | |
} | |
static void ProcessTexture(Texture2D texture) | |
{ | |
string path = AssetDatabase.GetAssetPath(texture); | |
var importer = AssetImporter.GetAtPath(path) as TextureImporter; | |
//importer.isReadable = true; | |
importer.textureType = TextureImporterType.Sprite; | |
importer.spriteImportMode = SpriteImportMode.Multiple; | |
importer.mipmapEnabled = false; | |
importer.filterMode = FilterMode.Point; | |
importer.spritePivot = Vector2.down; | |
importer.textureCompression = TextureImporterCompression.Uncompressed; | |
var textureSettings = new TextureImporterSettings(); // need this stupid class because spriteExtrude and spriteMeshType aren't exposed on TextureImporter | |
importer.ReadTextureSettings(textureSettings); | |
textureSettings.spriteMeshType = SpriteMeshType.Tight; | |
textureSettings.spriteExtrude = 0; | |
importer.SetTextureSettings(textureSettings); | |
int minimumSpriteSize = 16; | |
int extrudeSize = 0; | |
Rect[] rects = InternalSpriteUtility.GenerateAutomaticSpriteRectangles(texture, minimumSpriteSize, extrudeSize); | |
var rectsList = new List<Rect>(rects); | |
rectsList = SortRects(rectsList, texture.width); | |
string filenameNoExtension = Path.GetFileNameWithoutExtension(path); | |
var metas = new List<SpriteMetaData>(); | |
int rectNum = 0; | |
foreach (Rect rect in rectsList) | |
{ | |
var meta = new SpriteMetaData(); | |
meta.pivot = Vector2.down; | |
meta.alignment = (int)SpriteAlignment.BottomCenter; | |
meta.rect = rect; | |
meta.name = filenameNoExtension + "_" + rectNum++; | |
metas.Add(meta); | |
} | |
importer.spritesheet = metas.ToArray(); | |
AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate); | |
} | |
static List<Rect> SortRects(List<Rect> rects, float textureWidth) | |
{ | |
List<Rect> list = new List<Rect>(); | |
while (rects.Count > 0) | |
{ | |
Rect rect = rects[rects.Count - 1]; | |
Rect sweepRect = new Rect(0f, rect.yMin, textureWidth, rect.height); | |
List<Rect> list2 = RectSweep(rects, sweepRect); | |
if (list2.Count <= 0) | |
{ | |
list.AddRange(rects); | |
break; | |
} | |
list.AddRange(list2); | |
} | |
return list; | |
} | |
static List<Rect> RectSweep(List<Rect> rects, Rect sweepRect) | |
{ | |
List<Rect> result; | |
if (rects == null || rects.Count == 0) | |
{ | |
result = new List<Rect>(); | |
} | |
else | |
{ | |
List<Rect> list = new List<Rect>(); | |
foreach (Rect current in rects) | |
{ | |
if (current.Overlaps(sweepRect)) | |
{ | |
list.Add(current); | |
} | |
} | |
foreach (Rect current2 in list) | |
{ | |
rects.Remove(current2); | |
} | |
list.Sort((a, b) => a.x.CompareTo(b.x)); | |
result = list; | |
} | |
return result; | |
} | |
} |
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Editing TextureImporter.spritesheet no longer works in Unity 2020+
I shared a code snippet here (https://forum.unity.com/threads/sprite-editor-automatic-slicing-by-script.320776/#post-9756150) that works in newer versions of unity.