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C# Texture2D.PackTextures方法代码示例

本文整理汇总了C#中UnityEngine.Texture2D.PackTextures方法的典型用法代码示例。如果您正苦于以下问题:C# Texture2D.PackTextures方法的具体用法?C# Texture2D.PackTextures怎么用?C# Texture2D.PackTextures使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UnityEngine.Texture2D的用法示例。


在下文中一共展示了Texture2D.PackTextures方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: CreateMyAtlas

        UITextureAtlas CreateMyAtlas(string AtlasName, Material BaseMat, string[] sPritesNames)
        {
            var size = 1024;
            Texture2D atlasTex = new Texture2D(size, size, TextureFormat.ARGB32, false);

            Texture2D[] textures = new Texture2D[sPritesNames.Length];
            Rect[] rects = new Rect[sPritesNames.Length];

            for(int i = 0; i < sPritesNames.Length; i++)
            {
                textures[i] = ResourceLoader.loadTexture(0, 0, sPritesNames[i] + ".png");
            }

            rects = atlasTex.PackTextures(textures, 2, size);

            UITextureAtlas atlas = ScriptableObject.CreateInstance<UITextureAtlas>();

            Material material = Material.Instantiate(BaseMat);
            material.mainTexture = atlasTex;
            atlas.material = material;
            atlas.name = AtlasName;

            for (int i = 0; i < sPritesNames.Length; i++)
            {
                var spriteInfo = new UITextureAtlas.SpriteInfo()
                {
                    name = sPritesNames[i],
                    texture = atlasTex,
                    region = rects[i]
                };
                atlas.AddSprite(spriteInfo);
            }
            return atlas;
        }
开发者ID:EmperorOfDoom,项目名称:CitiesSkylineFavoriteCimsMod,代码行数:34,代码来源:OtherTexture.cs

示例2: CreateAtlas

        /// <summary>
        /// Create a UIAtlas on runtime from a list of Texture2Ds
        /// </summary>
        public static UIAtlas CreateAtlas(string atlasName, GameObject parent, List<Texture2D> textures, List<string> names)
        {
            Logger.Debug(TAG, "Generating UIAtlas: {0}", atlasName);

            // Pack textures
            int maxSize = SystemInfo.maxTextureSize;
            Texture2D atlasTexture = new Texture2D(maxSize, maxSize);
            Rect[] rects = atlasTexture.PackTextures(textures.ToArray(), 0, maxSize);

            // Create new empty GameObject with UIAtlas component
            UIAtlas atlas = NGUITools.AddChild<UIAtlas>(parent);
            atlas.name = atlasName;

            // Set material
            atlas.coordinates = UIAtlas.Coordinates.TexCoords;
            atlas.spriteMaterial = new Material(Shader.Find("Unlit/Transparent Colored"));
            atlas.spriteMaterial.mainTexture = atlasTexture;

            // Add sprites
            for (int i = 0; i < rects.Length; i++) {
                UIAtlas.Sprite sprite = new UIAtlas.Sprite();
                sprite.inner = rects[i];
                sprite.outer = rects[i];
                sprite.name = names[i];
                atlas.spriteList.Add(sprite);
            }

            // Return reference to the UIAtlas script
            return atlas;
        }
开发者ID:hjrhjr,项目名称:Beats2,代码行数:33,代码来源:UITools.cs

示例3: makeAtlas

    public static void makeAtlas(Texture2D[] textures)
    {
        if (textures != null && textures.Length > 1)
        {
            // Make our atlas gameobject with a blank atlas script on it.
            GameObject go = new GameObject("TEST_ATLAS");
            go.AddComponent<Atlas>();

            // The blank texture is replaced with the packed texture.
            Texture2D tex = new Texture2D(2, 2);

            // Now pack the textures
            Rect[] UVs = tex.PackTextures(textures, 2, 4096);

            // Create out spriteAnimation components onto the atlas with height/width equal to the source.
            for (int i = 0; i < UVs.Length; i++)
            {
                SpriteAnimation anim = go.AddComponent<SpriteAnimation>();
                anim.setData(textures[i].name, UVs[i]);
            }

            FileStream fs = new FileStream(Application.dataPath + "/Resources/Sprites/Atlas_Sprite.png", FileMode.Create);
            BinaryWriter bw = new BinaryWriter(fs);
            bw.Write(tex.EncodeToPNG());
            bw.Close();
            fs.Close();

            //PrefabUtility.CreatePrefab(Application.dataPath + "/Resources/Atlases/" + go.name + ".prefab", go);
        }
        else
        {
            Debug.LogWarning("Given Textures are null or singular.");
        }
    }
开发者ID:joeywodarski,项目名称:Electric,代码行数:34,代码来源:Utils.cs

示例4: GeneratePackage

    public void GeneratePackage()
    {
        GameObject pPackage = new GameObject ("obj_" + PackageName);
        PackageData pData = pPackage.AddComponent<PackageData> ();
        pData.TextureNames = new string[Textures.Length];

        for (int i = 0; i < Textures.Length; i++)
        {
            string pTexpath = AssetDatabase.GetAssetPath(Textures[i]);
            ConfigureForPacker(pTexpath);
            pData.TextureNames[i] = pTexpath;
        }

        //total Texture
        Texture2D pTex = new Texture2D (1, 1, TextureFormat.ARGB32, false);
        pData.TextureUVs = pTex.PackTextures (Textures,padding,4096);
        string pTexAssetPath = AssetDatabase.GenerateUniqueAssetPath("Assets/" + PackageName + ".png");
        byte[] bytes = pTex.EncodeToPNG ();
        System.IO.File.WriteAllBytes (pTexAssetPath,bytes);
        bytes = null;
        UnityEngine.Object.DestroyImmediate (pTex);
        AssetDatabase.ImportAsset (pTexAssetPath);
        pData.TotalTexture = AssetDatabase.LoadAssetAtPath (pTexAssetPath, typeof(Texture2D)) as Texture2D;
        ConfigureForPacker (AssetDatabase.GetAssetPath (pData.TotalTexture));
        pTexAssetPath = AssetDatabase.GenerateUniqueAssetPath("Assets/data_" + PackageName + ".prefab");
        Object prefab = PrefabUtility.CreateEmptyPrefab (pTexAssetPath);
        PrefabUtility.ReplacePrefab (pPackage, prefab, ReplacePrefabOptions.ConnectToPrefab);
        AssetDatabase.SaveAssets ();
        AssetDatabase.Refresh ();
        DestroyImmediate (pPackage);
    }
开发者ID:JackLN,项目名称:U3DTools,代码行数:31,代码来源:TexturePacker.cs

示例5: BuildTextureAtlas

    /// <summary>
    /// Builds the texture atlas.
    /// </summary>
    public static void BuildTextureAtlas()
    {
        // Build texture array
        Texture2D[] atlasTextures = new Texture2D[textures.Count];
        foreach (KeyValuePair<int, Texture2D> texture in textures)
        {
            atlasTextures[texture.Key] = texture.Value;
        }

        // Build atlas
        Texture2D _textureAtlas = new Texture2D (4096, 4096, TextureFormat.RGBA32, false);
        Rect[] uvRects = _textureAtlas.PackTextures (atlasTextures, 0);

        textureAtlas = new Texture2D(_textureAtlas.width, _textureAtlas.height, TextureFormat.RGBA32, false);
        textureAtlas.SetPixels (0,0,_textureAtlas.width, _textureAtlas.height, _textureAtlas.GetPixels (0,0,_textureAtlas.width, _textureAtlas.height));

        // Set texture atlas properties
        textureAtlas.anisoLevel = 9;
        textureAtlas.filterMode = FilterMode.Point;
        textureAtlas.Apply ();

        // Save uvs
        textureCoordinates = new Dictionary<int, Vector2[]> ();
        foreach (KeyValuePair<int, Texture2D> texture in textures)
        {
            textureCoordinates.Add (texture.Key,new Vector2[]
            {
                new Vector2(uvRects[texture.Key].x, uvRects[texture.Key].y),
                new Vector2(uvRects[texture.Key].x+uvRects[texture.Key].width, uvRects[texture.Key].y),
                new Vector2(uvRects[texture.Key].x+uvRects[texture.Key].width, uvRects[texture.Key].y+uvRects[texture.Key].height),
                new Vector2(uvRects[texture.Key].x, uvRects[texture.Key].y+uvRects[texture.Key].height)
            });
        }
    }
开发者ID:kennux,项目名称:cubicworld,代码行数:37,代码来源:Blocks.cs

示例6: OnGUI

    void OnGUI()
    {
        GUILayout.Label("HairyPlotter Atlas Creator", EditorStyles.boldLabel);

        if (textures == null)
            textures = new Texture2D[0];

        assetName = EditorGUILayout.TextField("Asset Name", assetName);
        textureSize = EditorGUILayout.IntField("Max Size", textureSize);
        padding = EditorGUILayout.IntField("Padding", padding);

        System.Array.Resize(ref textures, EditorGUILayout.IntField("Textures", textures.Length));

        for (int i = 0; i < textures.Length; ++i)
        {
            textures[i] = (Texture2D)EditorGUILayout.ObjectField(textures[i], typeof(Texture2D), false);
        }

        if (assetName != "" && textures.Where(x => x != null).Count() > 0)
        {
            if (GUILayout.Button("Create Atlas", EditorStyles.miniButton))
            {
                Texture2D atlas = new Texture2D(textureSize, textureSize, TextureFormat.ARGB32, true);
                atlas.PackTextures(textures.Where(x => x != null).ToArray(), padding, textureSize);

                char dirSep = System.IO.Path.DirectorySeparatorChar;
                string fileName = "Assets" + dirSep + assetName + ".png";

                System.IO.File.WriteAllBytes(fileName, atlas.EncodeToPNG());
                AssetDatabase.ImportAsset(fileName);
            }
        }
    }
开发者ID:Ramzawulf,项目名称:unityassets,代码行数:33,代码来源:HairyPlotterAtlasCreator.cs

示例7: CreateTextureAtlas

        public static UITextureAtlas CreateTextureAtlas(string atlasName, string[] spriteNames, string assemblyPath)
        {
            int maxSize = 1024;
            Texture2D texture2D = new Texture2D(maxSize, maxSize, TextureFormat.ARGB32, false);
            Texture2D[] textures = new Texture2D[spriteNames.Length];
            Rect[] regions = new Rect[spriteNames.Length];

            for (int i = 0; i < spriteNames.Length; i++)
                textures[i] = TextureLoader.LoadTextureFromAssembly(assemblyPath + spriteNames[i] + ".png");

            regions = texture2D.PackTextures(textures, 2, maxSize);

            UITextureAtlas textureAtlas = ScriptableObject.CreateInstance<UITextureAtlas>();
            Material material = UnityEngine.Object.Instantiate<Material>(UIView.GetAView().defaultAtlas.material);
            material.mainTexture = texture2D;
            textureAtlas.material = material;
            textureAtlas.name = atlasName;

            for (int i = 0; i < spriteNames.Length; i++) {
                UITextureAtlas.SpriteInfo item = new UITextureAtlas.SpriteInfo {
                    name = spriteNames[i],
                    texture = textures[i],
                    region = regions[i],
                };

                textureAtlas.AddSprite(item);
            }

            return textureAtlas;
        }
开发者ID:CWMlolzlz,项目名称:BuildingSearch,代码行数:30,代码来源:TextureLoader.cs

示例8: initializeAtlas

    private void initializeAtlas()
    {
        Texture2D[] cubeTextures = new Texture2D[9];
        /*
        cubeTextures[1] = Resources.Load("Textures/hiDefGrass") as Texture2D;

        cubeTextures[2] = Resources.Load("Textures/sidegrass") as Texture2D;

        cubeTextures[3] = Resources.Load("Textures/hiDefDirt") as Texture2D;
        cubeTextures[4] = Resources.Load("Textures/hiDefDirt") as Texture2D;
        cubeTextures[5] = Resources.Load("Textures/hiDefDirt") as Texture2D;

        cubeTextures[6] = Resources.Load("Textures/hiDefStone") as Texture2D;
        cubeTextures[7] = Resources.Load("Textures/hiDefStone") as Texture2D;
        cubeTextures[8] = Resources.Load("Textures/hiDefStone") as Texture2D;
        */
        cubeTextures[1] = Resources.Load("Textures/dokuGrass") as Texture2D;

        cubeTextures[2] = Resources.Load("Textures/dokuGrassSide") as Texture2D;

        cubeTextures[3] = Resources.Load("Textures/dokuDirt") as Texture2D;
        cubeTextures[4] = Resources.Load("Textures/dokuDirt") as Texture2D;
        cubeTextures[5] = Resources.Load("Textures/dokuDirt") as Texture2D;

        cubeTextures[6] = Resources.Load("Textures/dokuStone") as Texture2D;
        cubeTextures[7] = Resources.Load("Textures/dokuStone") as Texture2D;
        cubeTextures[8] = Resources.Load("Textures/dokuStone") as Texture2D;
        textureAtlas = new Texture2D(4096, 4096);
        atlasUVs = textureAtlas.PackTextures(cubeTextures, 0);
        textureAtlas.Apply();
    }
开发者ID:AlexanderMazaletskiy,项目名称:YetAnotherMinecraftClone,代码行数:31,代码来源:WorldInitializer.cs

示例9: TextureIndex

    public TextureIndex()
    {
        List<Texture2D> atlasTextures = new List<Texture2D>();

        // Load all files in Textures folder
        atlasTextures.AddRange(Resources.LoadAll<Texture2D>(Config.Directories.TextureFolder));

        //Load and generate all the connected textures
        List<Texture2D> connectedTextures = new List<Texture2D>();
        connectedTextures.AddRange(Resources.LoadAll<Texture2D>(Config.Directories.ConnectedTextureFolder));

        if (connectedTextures.Count!=0)
            atlasTextures.AddRange(ConnectedTextures.GenerateConnectedTextures(connectedTextures));

        // Create new atlas
        atlas = new Texture2D(8192, 8192);
        atlas.filterMode = FilterMode.Point;

        // Generate atlas
        Rect[] rects = atlas.PackTextures(atlasTextures.ToArray(), 0, 8192, false);

        // Add each atlas entry into texture dictionary
        for (int i = 0; i < atlasTextures.Count; i++)
        {
            if (!atlasTextures[i])
                continue;

            string[] fileName = atlasTextures[i].name.ToString().Split('-');
            Rect texture = rects[i];

            string textureName = fileName[0];
            int connectedTextureType = -1;

            //Get the properties associated with this texture
            for (int n = 1; n < fileName.Length; n++)
            {
                switch (fileName[n][0])
                {
                    case 'c':
                        int.TryParse(fileName[n].Substring(1), out connectedTextureType);
                        break;
                    default:
                        break;
                }
            }

            //Create a texture collection with this name if it doesn't exist already
            TextureCollection collection;
            if (!textures.TryGetValue(textureName, out collection))
            {
                collection = new TextureCollection(textureName);
                textures.Add(textureName, collection);
            }

            collection.AddTexture(texture, connectedTextureType);

        }
    }
开发者ID:renokun,项目名称:Voxelmetric,代码行数:58,代码来源:TextureIndex.cs

示例10: CreateSpriteSheetAtlasSliced

	private static void CreateSpriteSheetAtlasSliced() {
		List<Texture2D> textures = new List<Texture2D> ();
		Object[] selectedObjects = Selection.objects;
		foreach (Object obj in selectedObjects) {
			if(obj is Texture2D){
				TextureImporter importer = (TextureImporter)AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(obj));
				if (importer != null) {
					importer.textureType= TextureImporterType.Advanced;
					importer.npotScale= TextureImporterNPOTScale.None;
					importer.mipmapEnabled=false;
					importer.isReadable=true;
					
					AssetDatabase.ImportAsset (AssetDatabase.GetAssetPath(obj));
					AssetDatabase.Refresh();
				}

				textures.Add(obj as Texture2D);
			}
		}
		textures.Sort ((x, y) => string.Compare(x.name, y.name));
		string path=AssetDatabase.GetAssetPath(textures[0]);
		path=path.Remove(path.LastIndexOf('/'));

		Texture2D atlas = new Texture2D(4096, 4096, TextureFormat.ARGB32, false);
		Color[] colors=new Color[4096*4096];
		for(int i=0; i< colors.Length;i++){
			colors[i]=Color.clear;
		}
		atlas.SetPixels(colors);
		atlas.Apply();
		
		Rect[] rects=atlas.PackTextures(textures.ToArray(), 0,false);

		byte[] bytes = atlas.EncodeToPNG(); 
		System.IO.File.WriteAllBytes(path+ "/spritesheet.png", bytes);

		AssetDatabase.Refresh();
		TextureImporter tempImporter = (TextureImporter)AssetImporter.GetAtPath(path+"/spritesheet.png");
		if (tempImporter != null) {
			tempImporter.textureType = TextureImporterType.Sprite;
			tempImporter.spriteImportMode=SpriteImportMode.Multiple;
			tempImporter.maxTextureSize=4096;

			int count=textures.Count;
			SpriteMetaData[] meta= new SpriteMetaData[count];
			
			for(int i=0; i< count;i++){
				meta[i].name=i.ToString();
				meta[i].alignment = (int)SpriteAlignment.Center;
				meta[i].pivot=Vector2.zero;
				meta[i].rect = rects[i];
			}
			
			tempImporter.spritesheet=meta;
			AssetDatabase.ImportAsset (path+"/spritesheet.png");
			AssetDatabase.Refresh();
		}
	}
开发者ID:sarveshsvaran,项目名称:ImaginaryTime,代码行数:58,代码来源:CreateSpriteSheet.cs

示例11: AtlasTextures

        /// <summary>
        /// Creates a single texture atlas from the provided source textures.
        /// </summary>
        /// <param name="textures">Textures to combine into one</param>
        /// <param name="textureSize">Size of the texture atlas to create</param>
        /// <param name="rectAreas">Rect locations of each texture</param>
        /// <returns>The created atlased texture</returns>
        /// <example>
        /// This will atlas the two textures, TextureA and TextureB, into one efficient texture map.
        /// <code>
        /// using System;
        /// using UnityEngine;
        /// using CivGrid;
        /// 
        /// class TextureTest : MonoBehaviour
        /// {
        ///     Texture2D[] texturesToCombine;
        ///     public Texture2D texture1;
        ///     public Texture2D texture2;
        ///     
        ///     Texture2D atlasedTexture;
        ///     Rect[] rectLocations;
        ///     
        ///     void Start()
        ///     {
        ///         texturesToCombine = new Texture2D[2];
        ///         texturesToCombine[0] = texture1;
        ///         texturesToCombine[1] = texture2;
        ///         
        ///         atlasedTexture = TexturePacker.AtlasTextures(texturesToCombine, 2048, out rectLocations);
        ///     }
        /// }
        /// </code>
        /// </example>
        public static Texture2D AtlasTextures(Texture2D[] textures, int textureSize, out Rect[] rectAreas)
        {
            //creates return texture atlas
            Texture2D packedTexture = new Texture2D(textureSize, textureSize);

            //packs all source textures into one
            rectAreas = packedTexture.PackTextures(textures, 0, textureSize);
            packedTexture.Apply();

            //returns texture atlas
            return packedTexture;
        }
开发者ID:hybrid1969,项目名称:CivGrid,代码行数:46,代码来源:TexturePacker.cs

示例12: Awake

    void Awake()
    {
        Material newMaterial = new Material(Shader.Find("Sprites/ClipArea"));

        Texture2D[] textures = new Texture2D[textNames.Length];
        int width = 0;
        int height = 0;
        float deep = 0.01f;
        for(int i = 0; i < textNames.Length; ++i)
        {
            textures[i] = Resources.Load<Texture2D>(textNames[i]);
            width += textures[i].width;
            height += textures[i].height;
        }
        packedTexture = new Texture2D(1024,1024);
        Rect[] uvs = packedTexture.PackTextures(textures,0,1024);

        for(int i = 0; i < uvs.Length; ++i)
        {
            GameObject gameObject = new GameObject();
            gameObject.name = "item_" + i;
            gameObject.transform.position = new Vector3(-300 + 150 * i ,0);
            Mesh mesh = CreateMesh(45, 45);
            MeshRenderer renderer = gameObject.AddComponent<MeshRenderer>();
            MeshFilter meshFilter = gameObject.AddComponent<MeshFilter>();
            mesh.uv = RectToUV(uvs[i]);
            meshFilter.mesh = mesh;
            newMaterial.mainTexture = packedTexture;
            renderer.material = newMaterial;
        }

        //renderer.material = newMaterial;

        /*
        packedTexture = new Texture2D(1024,1024);
        Rect[] uvs = packedTexture.PackTextures(textures,0,1024);

        newMaterial.mainTexture = packedTexture;

        Vector2[] uva,uvb;
        for (int j=0;j < filters.Length;j++) {
            filters[j].gameObject.renderer.material=newMaterial;
            uva = (Vector2[])(((MeshFilter)filters[j]).mesh.uv);
            uvb = new Vector2[uva.Length];
            for (int k=0;k < uva.Length;k++){
                uvb[k]=new Vector2((uva[k].x*uvs[j].width)+uvs[j].x, (uva[k].y*uvs[j].height)+uvs[j].y);
            }
            ((MeshFilter)filters[j]).mesh.uv=uvb;
        }
        */
        //		Test();
    }
开发者ID:kokichi88,项目名称:unity_2d_atlas,代码行数:52,代码来源:Main.cs

示例13: BuildAtlas

    static void BuildAtlas( Texture2D[] textures )
    {
        Debug.Log( textures.Length );

        Texture2D output = new Texture2D( 1024, 1024 );
        output.PackTextures( textures, 0, 1024 );

        using ( var fs = new FileStream( "Assets/texMap.png", FileMode.Create ) )
        {
            byte[] pngBytes = output.EncodeToPNG();
            fs.Write( pngBytes, 0, pngBytes.Length );
            fs.Close();
        }
    }
开发者ID:EddieCameron,项目名称:toucher,代码行数:14,代码来源:TextureMapMaker.cs

示例14: BakeEmojiAtlas

    private static void BakeEmojiAtlas()
    {
        string pathToEmojis = Application.dataPath + "/Textures/Emojis";
        string pathToEmojiInfo = Application.dataPath + "/EmojiInfo/info.txt";
        string pathToBakedAtlas = Application.dataPath + "/Textures/Baked/BakedEmojis.png";

        string[] emojiFileNames = Directory.GetFiles(pathToEmojis, "*.png");

        // Load each PNG file as separate Texture2D
        Texture2D[] emojiTextures = new Texture2D[emojiFileNames.Length];

        for (int i = 0; i < emojiFileNames.Length; i++)
        {
            // Create a texture. Texture size does not matter, since
            // LoadImage will replace with with incoming image size.
            Texture2D tex = new Texture2D(2, 2);
            if (!tex.LoadImage(File.ReadAllBytes(emojiFileNames[i])))
            {
                Debug.LogError("Cannot load file " + emojiFileNames[i] + " via tex.LoadImage!!!");
                return;
            }
            emojiTextures[i] = tex;
        }

        // Create atlas
        Texture2D atlas = new Texture2D(2048, 2048);
        Rect[] rects = atlas.PackTextures(emojiTextures, 1, 2048);

        // Save atlas
        byte[] atlasBytes = atlas.EncodeToPNG();
        File.WriteAllBytes(pathToBakedAtlas, atlasBytes);

        // Save EmojiInfo
        StringBuilder sb = new StringBuilder();
        for (int i = 0; i < emojiFileNames.Length; i++)
        {
            sb.AppendLine(Path.GetFileNameWithoutExtension(emojiFileNames[i]) + " " + rects[i].x + " " + rects[i].y + " " + rects[i].width + " " + rects[i].height );
        }
        File.WriteAllText(pathToEmojiInfo, sb.ToString());

        Debug.Log("Baked " + emojiFileNames.Length + " emojis into " + pathToBakedAtlas);
    }
开发者ID:mcraiha,项目名称:Unity-UI-emoji,代码行数:42,代码来源:EmojiAtlasBaker.cs

示例15: GenerateAtlas

    void GenerateAtlas()
    {
        foreach (Texture2D t in textures)
            ConfigureForAtlas(AssetDatabase.GetAssetPath(t));

        Texture2D texture = new Texture2D(1, 1, TextureFormat.ARGB32, false);
        Rect[] uvs = texture.PackTextures(textures, padding, 4096);

        string assetPath = AssetDatabase.GenerateUniqueAssetPath("Assets/" + AtlasName + ".png");

        byte[] bytes = texture.EncodeToPNG();
        System.IO.File.WriteAllBytes(assetPath, bytes);
        bytes = null;

        UnityEngine.Object.DestroyImmediate(texture);

        AssetDatabase.ImportAsset(assetPath);
        texture = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Texture2D)) as Texture2D;

        ConfigureSpriteAtlas(texture, uvs);
    }
开发者ID:dcprodev,项目名称:KiiRollABall,代码行数:21,代码来源:CreateAtlas.cs


注:本文中的UnityEngine.Texture2D.PackTextures方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。