#添加场景替换工具
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@ -9,7 +9,7 @@ namespace MindPowerSdk.Editor
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/// 地图生成工具窗口,用于配置地图数据参数、材质映射,以及生成、清除、保存地图到预制体。
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/// 地图生成工具窗口,用于配置地图数据参数、材质映射,以及生成、清除、保存地图到预制体。
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/// 注意:每个地图配置项对应一个 MapName 与资源数据名称组合生成一个地图。
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/// 注意:每个地图配置项对应一个 MapName 与资源数据名称组合生成一个地图。
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/// </summary>
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/// </summary>
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public class MapGeneratorEditorWindow : EditorWindow
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public class MapGeneratorEditorWindow : UnityEditor.EditorWindow
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{
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{
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// 文件夹路径设置
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// 文件夹路径设置
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private string mapDataFolder = "";
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private string mapDataFolder = "";
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587
Assets/MindPowerSdk/EditorWindow/ObjectReplacerWindow.cs
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587
Assets/MindPowerSdk/EditorWindow/ObjectReplacerWindow.cs
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@ -0,0 +1,587 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEditor;
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using Object = UnityEngine.Object;
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namespace MindPowerSdk.EditorWindow
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{
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/// <summary>
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/// Unity对象替换工具
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/// 用于搜索并替换场景中包含指定名称的游戏对象
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/// </summary>
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public class ObjectReplacerWindow : UnityEditor.EditorWindow
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{
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[Serializable]
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public class ReplacementConfig
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{
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[Header("搜索设置")]
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public string searchName = "";
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public bool useExactMatch = false;
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[Header("替换设置")]
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public GameObject replacementPrefab;
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[Header("保留选项")]
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public bool preservePosition = true;
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public bool preserveRotation = true;
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public bool preserveScale = true;
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public bool preserveComponents = false;
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[Header("组件过滤")]
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public List<string> componentsToPreserve = new List<string>();
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}
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#region 私有字段
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private ReplacementConfig config = new ReplacementConfig();
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private Vector2 scrollPosition;
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private List<GameObject> foundObjects = new List<GameObject>();
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private bool showFoundObjects = false;
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private bool showComponentOptions = false;
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// 配置管理
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private string configName = "新配置";
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private List<ReplacementConfig> savedConfigs = new List<ReplacementConfig>();
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private int selectedConfigIndex = 0;
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private string[] configNames = new string[0];
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#endregion
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#region Unity生命周期
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[MenuItem("MindPowerSdk/工具/对象替换器")]
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public static void ShowWindow()
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{
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var window = GetWindow<ObjectReplacerWindow>("对象替换工具");
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window.minSize = new Vector2(420, 600);
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window.Show();
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}
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private void OnEnable()
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{
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LoadConfigs();
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UpdateConfigNames();
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}
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private void OnDisable()
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{
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SaveConfigs();
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}
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#endregion
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#region GUI绘制
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private void OnGUI()
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{
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EditorGUILayout.BeginVertical();
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scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
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DrawHeader();
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DrawSearchSection();
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DrawReplacementSection();
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DrawOptionsSection();
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DrawActionSection();
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DrawResultsSection();
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DrawConfigSection();
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EditorGUILayout.EndScrollView();
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EditorGUILayout.EndVertical();
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}
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private void DrawHeader()
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{
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EditorGUILayout.Space(5);
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var headerStyle = new GUIStyle(EditorStyles.largeLabel)
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{
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fontSize = 18,
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fontStyle = FontStyle.Bold,
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alignment = TextAnchor.MiddleCenter
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};
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EditorGUILayout.LabelField("🔄 Unity对象替换工具", headerStyle);
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EditorGUILayout.LabelField("快速替换场景中的游戏对象", EditorStyles.centeredGreyMiniLabel);
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EditorGUILayout.Space(10);
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}
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private void DrawSearchSection()
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{
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EditorGUILayout.LabelField("🔍 搜索设置", EditorStyles.boldLabel);
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EditorGUILayout.BeginVertical("box");
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config.searchName = EditorGUILayout.TextField("搜索名称", config.searchName);
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config.useExactMatch = EditorGUILayout.Toggle("精确匹配", config.useExactMatch);
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("🔍 搜索对象"))
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{
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SearchObjects();
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}
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if (GUILayout.Button("🧹 清空结果"))
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{
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ClearResults();
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndVertical();
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EditorGUILayout.Space(5);
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}
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private void DrawReplacementSection()
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{
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EditorGUILayout.LabelField("🎯 替换设置", EditorStyles.boldLabel);
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EditorGUILayout.BeginVertical("box");
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config.replacementPrefab = (GameObject)EditorGUILayout.ObjectField(
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"替换预制体", config.replacementPrefab, typeof(GameObject), false);
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if (config.replacementPrefab == null)
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{
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EditorGUILayout.HelpBox("请选择用于替换的预制体或模型", MessageType.Warning);
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.Space(5);
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}
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private void DrawOptionsSection()
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{
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EditorGUILayout.LabelField("⚙️ 保留选项", EditorStyles.boldLabel);
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EditorGUILayout.BeginVertical("box");
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config.preservePosition = EditorGUILayout.Toggle("保留位置", config.preservePosition);
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config.preserveRotation = EditorGUILayout.Toggle("保留旋转", config.preserveRotation);
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config.preserveScale = EditorGUILayout.Toggle("保留缩放", config.preserveScale);
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config.preserveComponents = EditorGUILayout.Toggle("保留组件", config.preserveComponents);
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if (config.preserveComponents)
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{
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EditorGUILayout.Space(3);
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showComponentOptions = EditorGUILayout.Foldout(showComponentOptions, "组件类型过滤");
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if (showComponentOptions)
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{
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DrawComponentOptions();
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}
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.Space(5);
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}
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private void DrawComponentOptions()
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{
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EditorGUILayout.BeginVertical("helpbox");
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EditorGUILayout.LabelField("要保留的组件类型名称 (为空时保留所有组件):", EditorStyles.miniLabel);
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for (int i = 0; i < config.componentsToPreserve.Count; i++)
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{
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EditorGUILayout.BeginHorizontal();
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config.componentsToPreserve[i] = EditorGUILayout.TextField(config.componentsToPreserve[i]);
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if (GUILayout.Button("✖", GUILayout.Width(25)))
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{
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config.componentsToPreserve.RemoveAt(i);
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i--;
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}
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EditorGUILayout.EndHorizontal();
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}
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if (GUILayout.Button("➕ 添加组件类型"))
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{
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config.componentsToPreserve.Add("");
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}
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EditorGUILayout.EndVertical();
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}
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private void DrawActionSection()
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{
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EditorGUILayout.LabelField("🚀 执行操作", EditorStyles.boldLabel);
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EditorGUILayout.BeginVertical("box");
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bool canReplace = foundObjects.Count > 0 && config.replacementPrefab != null;
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EditorGUI.BeginDisabledGroup(!canReplace);
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var buttonStyle = new GUIStyle(GUI.skin.button) { fixedHeight = 35 };
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if (GUILayout.Button($"🔄 替换 {foundObjects.Count} 个对象", buttonStyle))
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{
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if (ShowReplaceConfirmation())
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{
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ReplaceObjects();
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}
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}
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EditorGUI.EndDisabledGroup();
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if (!canReplace)
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{
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string message = foundObjects.Count == 0 ? "请先搜索要替换的对象" : "请选择替换用的预制体";
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EditorGUILayout.HelpBox(message, MessageType.Info);
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.Space(5);
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}
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private void DrawResultsSection()
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{
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if (foundObjects.Count > 0)
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{
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showFoundObjects = EditorGUILayout.Foldout(showFoundObjects,
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$"📋 搜索结果 ({foundObjects.Count} 个对象)");
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if (showFoundObjects)
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{
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EditorGUILayout.BeginVertical("box");
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int displayCount = Mathf.Min(foundObjects.Count, 15);
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for (int i = 0; i < displayCount; i++)
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{
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var obj = foundObjects[i];
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if (obj == null) continue;
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.ObjectField(obj, typeof(GameObject), true);
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if (GUILayout.Button("定位", GUILayout.Width(40)))
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{
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Selection.activeGameObject = obj;
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EditorGUIUtility.PingObject(obj);
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}
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EditorGUILayout.EndHorizontal();
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}
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if (foundObjects.Count > displayCount)
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{
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EditorGUILayout.HelpBox($"显示前 {displayCount} 个对象,总共 {foundObjects.Count} 个",
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MessageType.Info);
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}
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EditorGUILayout.EndVertical();
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}
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EditorGUILayout.Space(5);
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}
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}
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private void DrawConfigSection()
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{
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EditorGUILayout.LabelField("💾 配置管理", EditorStyles.boldLabel);
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EditorGUILayout.BeginVertical("box");
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// 保存配置
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EditorGUILayout.BeginHorizontal();
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configName = EditorGUILayout.TextField("配置名称", configName);
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if (GUILayout.Button("保存", GUILayout.Width(50)))
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{
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SaveCurrentConfig();
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}
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EditorGUILayout.EndHorizontal();
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// 加载配置
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if (savedConfigs.Count > 0)
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{
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EditorGUILayout.BeginHorizontal();
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selectedConfigIndex = EditorGUILayout.Popup("已保存配置", selectedConfigIndex, configNames);
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if (GUILayout.Button("加载", GUILayout.Width(50)))
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{
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LoadConfig(selectedConfigIndex);
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}
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if (GUILayout.Button("删除", GUILayout.Width(50)))
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{
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DeleteConfig(selectedConfigIndex);
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}
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EditorGUILayout.EndHorizontal();
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}
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EditorGUILayout.EndVertical();
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}
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#endregion
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#region 核心功能
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private void SearchObjects()
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{
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foundObjects.Clear();
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if (string.IsNullOrEmpty(config.searchName.Trim()))
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{
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EditorUtility.DisplayDialog("输入错误", "请输入要搜索的对象名称!", "确定");
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return;
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}
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var allObjects = FindObjectsOfType<GameObject>();
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string searchTerm = config.searchName.Trim();
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foreach (var obj in allObjects)
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{
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bool isMatch = config.useExactMatch
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? obj.name.Equals(searchTerm, StringComparison.OrdinalIgnoreCase)
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: obj.name.IndexOf(searchTerm, StringComparison.OrdinalIgnoreCase) >= 0;
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if (isMatch)
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{
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foundObjects.Add(obj);
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}
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}
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showFoundObjects = foundObjects.Count > 0;
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Debug.Log($"搜索完成: 找到 {foundObjects.Count} 个匹配的对象");
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if (foundObjects.Count == 0)
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{
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EditorUtility.DisplayDialog("搜索结果", "未找到匹配的对象", "确定");
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}
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}
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private void ClearResults()
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{
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foundObjects.Clear();
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showFoundObjects = false;
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Debug.Log("已清空搜索结果");
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}
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private bool ShowReplaceConfirmation()
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{
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return EditorUtility.DisplayDialog("确认替换",
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$"确定要替换 {foundObjects.Count} 个对象吗?\n\n⚠️ 此操作支持撤销(Ctrl+Z)",
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"确认替换", "取消");
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}
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private void ReplaceObjects()
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{
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if (config.replacementPrefab == null || foundObjects.Count == 0) return;
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Undo.SetCurrentGroupName("批量替换对象");
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int undoGroup = Undo.GetCurrentGroup();
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int successCount = 0;
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var objectsToReplace = foundObjects.ToArray(); // 复制数组避免迭代中修改
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foreach (var originalObj in objectsToReplace)
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{
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if (originalObj == null) continue;
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try
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{
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if (ReplaceObject(originalObj))
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{
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successCount++;
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}
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}
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catch (Exception e)
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{
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Debug.LogError($"替换对象 '{originalObj.name}' 时出错: {e.Message}");
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}
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}
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Undo.CollapseUndoOperations(undoGroup);
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Debug.Log($"替换完成: 成功替换 {successCount}/{foundObjects.Count} 个对象");
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ClearResults();
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EditorUtility.DisplayDialog("替换完成",
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$"成功替换 {successCount} 个对象\n\n💡 可使用 Ctrl+Z 撤销操作", "确定");
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}
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private bool ReplaceObject(GameObject original)
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{
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// 记录原始变换信息
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Transform originalTransform = original.transform;
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Vector3 position = originalTransform.position;
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||||||
|
Quaternion rotation = originalTransform.rotation;
|
||||||
|
Vector3 scale = originalTransform.localScale;
|
||||||
|
Transform parent = originalTransform.parent;
|
||||||
|
int siblingIndex = originalTransform.GetSiblingIndex();
|
||||||
|
|
||||||
|
// 获取要保留的组件
|
||||||
|
Component[] componentsToKeep = null;
|
||||||
|
if (config.preserveComponents)
|
||||||
|
{
|
||||||
|
componentsToKeep = GetComponentsToPreserve(original);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 创建新对象
|
||||||
|
GameObject newObj = PrefabUtility.InstantiatePrefab(config.replacementPrefab) as GameObject;
|
||||||
|
if (newObj == null)
|
||||||
|
{
|
||||||
|
newObj = Instantiate(config.replacementPrefab);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 注册撤销操作
|
||||||
|
Undo.RegisterCreatedObjectUndo(newObj, "创建替换对象");
|
||||||
|
|
||||||
|
// 设置层级和位置
|
||||||
|
newObj.transform.SetParent(parent);
|
||||||
|
newObj.transform.SetSiblingIndex(siblingIndex);
|
||||||
|
|
||||||
|
// 应用变换
|
||||||
|
if (config.preservePosition) newObj.transform.position = position;
|
||||||
|
if (config.preserveRotation) newObj.transform.rotation = rotation;
|
||||||
|
if (config.preserveScale) newObj.transform.localScale = scale;
|
||||||
|
|
||||||
|
// 复制组件
|
||||||
|
if (config.preserveComponents && componentsToKeep != null)
|
||||||
|
{
|
||||||
|
CopyComponents(componentsToKeep, newObj);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 删除原对象
|
||||||
|
Undo.DestroyObjectImmediate(original);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private Component[] GetComponentsToPreserve(GameObject obj)
|
||||||
|
{
|
||||||
|
var allComponents = obj.GetComponents<Component>();
|
||||||
|
|
||||||
|
if (config.componentsToPreserve.Count == 0)
|
||||||
|
{
|
||||||
|
// 保留所有组件 (除了Transform)
|
||||||
|
return allComponents.Where(c => c != null && !(c is Transform)).ToArray();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 只保留指定类型的组件
|
||||||
|
var components = new List<Component>();
|
||||||
|
foreach (var component in allComponents)
|
||||||
|
{
|
||||||
|
if (component == null || component is Transform) continue;
|
||||||
|
|
||||||
|
string componentTypeName = component.GetType().Name;
|
||||||
|
bool shouldPreserve = config.componentsToPreserve.Any(typeName =>
|
||||||
|
!string.IsNullOrEmpty(typeName) &&
|
||||||
|
componentTypeName.IndexOf(typeName.Trim(), StringComparison.OrdinalIgnoreCase) >= 0);
|
||||||
|
|
||||||
|
if (shouldPreserve)
|
||||||
|
{
|
||||||
|
components.Add(component);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return components.ToArray();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CopyComponents(Component[] components, GameObject target)
|
||||||
|
{
|
||||||
|
foreach (var component in components)
|
||||||
|
{
|
||||||
|
if (component == null) continue;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
UnityEditorInternal.ComponentUtility.CopyComponent(component);
|
||||||
|
UnityEditorInternal.ComponentUtility.PasteComponentAsNew(target);
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
Debug.LogWarning($"复制组件 {component.GetType().Name} 失败: {e.Message}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region 配置管理
|
||||||
|
private void SaveCurrentConfig()
|
||||||
|
{
|
||||||
|
if (string.IsNullOrEmpty(configName.Trim()))
|
||||||
|
{
|
||||||
|
EditorUtility.DisplayDialog("保存失败", "请输入配置名称!", "确定");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var newConfig = JsonUtility.FromJson<ReplacementConfig>(JsonUtility.ToJson(config));
|
||||||
|
|
||||||
|
// 检查是否已存在
|
||||||
|
int existingIndex = savedConfigs.FindIndex(c => c.searchName == configName);
|
||||||
|
if (existingIndex >= 0)
|
||||||
|
{
|
||||||
|
if (EditorUtility.DisplayDialog("配置已存在", "是否覆盖现有配置?", "覆盖", "取消"))
|
||||||
|
{
|
||||||
|
savedConfigs[existingIndex] = newConfig;
|
||||||
|
savedConfigs[existingIndex].searchName = configName;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
newConfig.searchName = configName;
|
||||||
|
savedConfigs.Add(newConfig);
|
||||||
|
}
|
||||||
|
|
||||||
|
SaveConfigs();
|
||||||
|
UpdateConfigNames();
|
||||||
|
Debug.Log($"配置 '{configName}' 已保存");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LoadConfig(int index)
|
||||||
|
{
|
||||||
|
if (index >= 0 && index < savedConfigs.Count)
|
||||||
|
{
|
||||||
|
var configToLoad = savedConfigs[index];
|
||||||
|
config = JsonUtility.FromJson<ReplacementConfig>(JsonUtility.ToJson(configToLoad));
|
||||||
|
configName = configToLoad.searchName;
|
||||||
|
Debug.Log($"配置 '{configToLoad.searchName}' 已加载");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DeleteConfig(int index)
|
||||||
|
{
|
||||||
|
if (index >= 0 && index < savedConfigs.Count)
|
||||||
|
{
|
||||||
|
string configToDelete = savedConfigs[index].searchName;
|
||||||
|
if (EditorUtility.DisplayDialog("确认删除", $"确定要删除配置 '{configToDelete}' 吗?", "删除", "取消"))
|
||||||
|
{
|
||||||
|
savedConfigs.RemoveAt(index);
|
||||||
|
selectedConfigIndex = Mathf.Max(0, selectedConfigIndex - 1);
|
||||||
|
SaveConfigs();
|
||||||
|
UpdateConfigNames();
|
||||||
|
Debug.Log($"配置 '{configToDelete}' 已删除");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateConfigNames()
|
||||||
|
{
|
||||||
|
configNames = savedConfigs.Select(c => c.searchName ?? "未命名").ToArray();
|
||||||
|
selectedConfigIndex = Mathf.Clamp(selectedConfigIndex, 0, Mathf.Max(0, configNames.Length - 1));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SaveConfigs()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
string json = JsonUtility.ToJson(new ConfigList { configs = savedConfigs }, true);
|
||||||
|
EditorPrefs.SetString("ObjectReplacer_SavedConfigs", json);
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
Debug.LogError($"保存配置失败: {e.Message}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LoadConfigs()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
string json = EditorPrefs.GetString("ObjectReplacer_SavedConfigs", "");
|
||||||
|
if (!string.IsNullOrEmpty(json))
|
||||||
|
{
|
||||||
|
var configList = JsonUtility.FromJson<ConfigList>(json);
|
||||||
|
savedConfigs = configList?.configs ?? new List<ReplacementConfig>();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
savedConfigs = new List<ReplacementConfig>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
Debug.LogWarning($"加载配置失败: {e.Message}");
|
||||||
|
savedConfigs = new List<ReplacementConfig>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
private class ConfigList
|
||||||
|
{
|
||||||
|
public List<ReplacementConfig> configs;
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
11
Assets/MindPowerSdk/EditorWindow/ObjectReplacerWindow.cs.meta
generated
Normal file
11
Assets/MindPowerSdk/EditorWindow/ObjectReplacerWindow.cs.meta
generated
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3b6f760e98f5d6a43b706d6f5a2a6995
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
369
Assets/MindPowerSdk/EditorWindow/TextureMergerWindow.cs
Normal file
369
Assets/MindPowerSdk/EditorWindow/TextureMergerWindow.cs
Normal file
@ -0,0 +1,369 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEditor;
|
||||||
|
using System.IO;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
public class TextureMergerWindow : EditorWindow
|
||||||
|
{
|
||||||
|
// 可选的目标合并贴图分辨率选项
|
||||||
|
public enum MergeResolution
|
||||||
|
{
|
||||||
|
_1024 = 1024,
|
||||||
|
_2048 = 2048,
|
||||||
|
_4096 = 4096,
|
||||||
|
_8192 = 8192
|
||||||
|
}
|
||||||
|
|
||||||
|
private TextAsset terrainInfo; // 记录贴图信息的 TextAsset(例如 TerrainInfo.txt)
|
||||||
|
private MergeResolution selectedResolution = MergeResolution._1024;
|
||||||
|
|
||||||
|
// 自定义行列设置,默认不启用
|
||||||
|
private bool useCustomGrid = false;
|
||||||
|
private int customGridCount = 8; // 自定义行列数(行数=列数,例如8行8列)
|
||||||
|
|
||||||
|
// 附加贴图设置(法线、金属度、平滑度、高度)
|
||||||
|
private bool _isMergeNormalMaps;
|
||||||
|
private string _mergeNormalNameSuffix = "_normal"; // 法线贴图后缀
|
||||||
|
|
||||||
|
private bool _isMergeMetallicMaps;
|
||||||
|
private string _mergeMetallicMapSuffix = "_metallic"; // 金属度贴图后缀
|
||||||
|
|
||||||
|
private bool _isMergeSmoothnessMaps;
|
||||||
|
private string _mergeSmoothnessMapNameSuffix = "_smoothness"; // 平滑度贴图后缀
|
||||||
|
|
||||||
|
private bool _isMergeHeightMaps;
|
||||||
|
private string _mergeHeightMapNameSuffix = "_height"; // 高度贴图后缀
|
||||||
|
|
||||||
|
// 保存路径
|
||||||
|
private string saveFolder = Application.dataPath;
|
||||||
|
|
||||||
|
[MenuItem("Window/Texture Merger")]
|
||||||
|
public static void ShowWindow()
|
||||||
|
{
|
||||||
|
GetWindow<TextureMergerWindow>("Texture Merger");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnGUI()
|
||||||
|
{
|
||||||
|
GUILayout.Label("贴图合并设置", EditorStyles.boldLabel);
|
||||||
|
|
||||||
|
terrainInfo =
|
||||||
|
(TextAsset)EditorGUILayout.ObjectField("Terrain Info (TextAsset)", terrainInfo, typeof(TextAsset), false);
|
||||||
|
selectedResolution = (MergeResolution)EditorGUILayout.EnumPopup("合并后贴图分辨率", selectedResolution);
|
||||||
|
|
||||||
|
useCustomGrid = EditorGUILayout.Toggle("使用自定义行列", useCustomGrid);
|
||||||
|
if (useCustomGrid)
|
||||||
|
{
|
||||||
|
customGridCount = EditorGUILayout.IntField("网格数量 (行=列)", customGridCount);
|
||||||
|
if (customGridCount < 1)
|
||||||
|
customGridCount = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 附加贴图设置
|
||||||
|
GUILayout.Space(10);
|
||||||
|
GUILayout.Label("附加贴图设置", EditorStyles.boldLabel);
|
||||||
|
|
||||||
|
_isMergeNormalMaps = EditorGUILayout.Toggle("合并法线贴图", _isMergeNormalMaps);
|
||||||
|
if (_isMergeNormalMaps)
|
||||||
|
_mergeNormalNameSuffix = EditorGUILayout.TextField("法线贴图后缀", _mergeNormalNameSuffix);
|
||||||
|
|
||||||
|
_isMergeMetallicMaps = EditorGUILayout.Toggle("合并金属度贴图", _isMergeMetallicMaps);
|
||||||
|
if (_isMergeMetallicMaps)
|
||||||
|
_mergeMetallicMapSuffix = EditorGUILayout.TextField("金属度贴图后缀", _mergeMetallicMapSuffix);
|
||||||
|
|
||||||
|
_isMergeSmoothnessMaps = EditorGUILayout.Toggle("合并平滑度贴图", _isMergeSmoothnessMaps);
|
||||||
|
if (_isMergeSmoothnessMaps)
|
||||||
|
_mergeSmoothnessMapNameSuffix = EditorGUILayout.TextField("平滑度贴图后缀", _mergeSmoothnessMapNameSuffix);
|
||||||
|
|
||||||
|
_isMergeHeightMaps = EditorGUILayout.Toggle("合并高度贴图", _isMergeHeightMaps);
|
||||||
|
if (_isMergeHeightMaps)
|
||||||
|
_mergeHeightMapNameSuffix = EditorGUILayout.TextField("高度贴图后缀", _mergeHeightMapNameSuffix);
|
||||||
|
|
||||||
|
// 保存路径选择
|
||||||
|
GUILayout.Space(10);
|
||||||
|
GUILayout.Label("保存路径设置", EditorStyles.boldLabel);
|
||||||
|
if (GUILayout.Button("选择保存路径"))
|
||||||
|
{
|
||||||
|
string folder = EditorUtility.OpenFolderPanel("选择保存路径", Application.dataPath, "");
|
||||||
|
if (!string.IsNullOrEmpty(folder))
|
||||||
|
{
|
||||||
|
saveFolder = folder;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.LabelField("当前保存路径:", string.IsNullOrEmpty(saveFolder) ? "未选择" : saveFolder);
|
||||||
|
|
||||||
|
GUILayout.Space(10);
|
||||||
|
if (GUILayout.Button("合并贴图"))
|
||||||
|
{
|
||||||
|
if (terrainInfo == null)
|
||||||
|
{
|
||||||
|
EditorUtility.DisplayDialog("错误", "请先指定包含贴图信息的 TextAsset", "确定");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
MergeTextures(terrainInfo, (int)selectedResolution);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 根据 terrainInfo 中的信息加载基础贴图及附加贴图,并分别合并到目标分辨率的贴图上
|
||||||
|
/// </summary>
|
||||||
|
private void MergeTextures(TextAsset terrainInfo, int targetResolution)
|
||||||
|
{
|
||||||
|
// 准备各贴图列表
|
||||||
|
List<Texture2D> baseTextures = new List<Texture2D>();
|
||||||
|
List<Texture2D> normalTextures = new List<Texture2D>();
|
||||||
|
List<Texture2D> metallicTextures = new List<Texture2D>();
|
||||||
|
List<Texture2D> smoothnessTextures = new List<Texture2D>();
|
||||||
|
List<Texture2D> heightTextures = new List<Texture2D>();
|
||||||
|
|
||||||
|
string[] lines = terrainInfo.text.Split(new char[] { '\n' }, System.StringSplitOptions.RemoveEmptyEntries);
|
||||||
|
foreach (string line in lines)
|
||||||
|
{
|
||||||
|
string trimmedLine = line.Trim();
|
||||||
|
if (string.IsNullOrEmpty(trimmedLine))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// 每行要求格式为:其他信息\t贴图名称
|
||||||
|
string[] parts = trimmedLine.Split(new char[] { '\t' }, System.StringSplitOptions.RemoveEmptyEntries);
|
||||||
|
if (parts.Length < 2)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
string texName = Path.GetFileNameWithoutExtension(parts[1]);
|
||||||
|
|
||||||
|
// 加载基础贴图
|
||||||
|
string basePath = "Textures/Terrain/" + texName;
|
||||||
|
Texture2D baseTex = Resources.Load<Texture2D>(basePath);
|
||||||
|
if (baseTex != null)
|
||||||
|
{
|
||||||
|
baseTextures.Add(baseTex);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning("在路径 " + basePath + " 找不到基础贴图");
|
||||||
|
}
|
||||||
|
|
||||||
|
// 加载法线贴图(必须存在,否则提示错误)
|
||||||
|
if (_isMergeNormalMaps)
|
||||||
|
{
|
||||||
|
string normalPath = "Textures/Terrain/" + texName + _mergeNormalNameSuffix;
|
||||||
|
Texture2D normalTex = Resources.Load<Texture2D>(normalPath);
|
||||||
|
if (normalTex != null)
|
||||||
|
{
|
||||||
|
normalTextures.Add(normalTex);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
EditorUtility.DisplayDialog("错误", "法线贴图缺失: " + normalPath, "确定");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 加载金属度贴图
|
||||||
|
if (_isMergeMetallicMaps)
|
||||||
|
{
|
||||||
|
string metallicPath = "Textures/Terrain/" + texName + _mergeMetallicMapSuffix;
|
||||||
|
Texture2D metallicTex = Resources.Load<Texture2D>(metallicPath);
|
||||||
|
if (metallicTex != null)
|
||||||
|
{
|
||||||
|
metallicTextures.Add(metallicTex);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning("在路径 " + metallicPath + " 找不到金属度贴图");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 加载平滑度贴图
|
||||||
|
if (_isMergeSmoothnessMaps)
|
||||||
|
{
|
||||||
|
string smoothnessPath = "Textures/Terrain/" + texName + _mergeSmoothnessMapNameSuffix;
|
||||||
|
Texture2D smoothnessTex = Resources.Load<Texture2D>(smoothnessPath);
|
||||||
|
if (smoothnessTex != null)
|
||||||
|
{
|
||||||
|
smoothnessTextures.Add(smoothnessTex);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning("在路径 " + smoothnessPath + " 找不到平滑度贴图");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 加载高度贴图
|
||||||
|
if (_isMergeHeightMaps)
|
||||||
|
{
|
||||||
|
string heightPath = "Textures/Terrain/" + texName + _mergeHeightMapNameSuffix;
|
||||||
|
Texture2D heightTex = Resources.Load<Texture2D>(heightPath);
|
||||||
|
if (heightTex != null)
|
||||||
|
{
|
||||||
|
heightTextures.Add(heightTex);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning("在路径 " + heightPath + " 找不到高度贴图");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (baseTextures.Count == 0)
|
||||||
|
{
|
||||||
|
Debug.LogError("没有找到可合并的基础贴图!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 合并基础贴图
|
||||||
|
Texture2D mergedBase = MergeTextureList(baseTextures, targetResolution);
|
||||||
|
SaveTexture(mergedBase,
|
||||||
|
Path.Combine(string.IsNullOrEmpty(saveFolder) ? Application.dataPath : saveFolder,
|
||||||
|
"MergedTexture.png"));
|
||||||
|
|
||||||
|
// 合并法线贴图
|
||||||
|
if (_isMergeNormalMaps)
|
||||||
|
{
|
||||||
|
if (normalTextures.Count != baseTextures.Count)
|
||||||
|
{
|
||||||
|
EditorUtility.DisplayDialog("错误", "法线贴图数量与基础贴图数量不匹配!", "确定");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Texture2D mergedNormal = MergeTextureList(normalTextures, targetResolution);
|
||||||
|
SaveTexture(mergedNormal,
|
||||||
|
Path.Combine(string.IsNullOrEmpty(saveFolder) ? Application.dataPath : saveFolder,
|
||||||
|
"MergedTexture" + _mergeNormalNameSuffix + ".png"));
|
||||||
|
}
|
||||||
|
|
||||||
|
// 合并金属度贴图
|
||||||
|
if (_isMergeMetallicMaps && metallicTextures.Count > 0)
|
||||||
|
{
|
||||||
|
Texture2D mergedMetallic = MergeTextureList(metallicTextures, targetResolution);
|
||||||
|
SaveTexture(mergedMetallic,
|
||||||
|
Path.Combine(string.IsNullOrEmpty(saveFolder) ? Application.dataPath : saveFolder,
|
||||||
|
"MergedTexture" + _mergeMetallicMapSuffix + ".png"));
|
||||||
|
}
|
||||||
|
|
||||||
|
// 合并平滑度贴图
|
||||||
|
if (_isMergeSmoothnessMaps && smoothnessTextures.Count > 0)
|
||||||
|
{
|
||||||
|
Texture2D mergedSmoothness = MergeTextureList(smoothnessTextures, targetResolution);
|
||||||
|
SaveTexture(mergedSmoothness,
|
||||||
|
Path.Combine(string.IsNullOrEmpty(saveFolder) ? Application.dataPath : saveFolder,
|
||||||
|
"MergedTexture" + _mergeSmoothnessMapNameSuffix + ".png"));
|
||||||
|
}
|
||||||
|
|
||||||
|
// 合并高度贴图
|
||||||
|
if (_isMergeHeightMaps && heightTextures.Count > 0)
|
||||||
|
{
|
||||||
|
Texture2D mergedHeight = MergeTextureList(heightTextures, targetResolution);
|
||||||
|
SaveTexture(mergedHeight,
|
||||||
|
Path.Combine(string.IsNullOrEmpty(saveFolder) ? Application.dataPath : saveFolder,
|
||||||
|
"MergedTexture" + _mergeHeightMapNameSuffix + ".png"));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 将传入的贴图列表按照设定的网格规则合并到一张贴图中
|
||||||
|
/// </summary>
|
||||||
|
private Texture2D MergeTextureList(List<Texture2D> textureList, int targetResolution)
|
||||||
|
{
|
||||||
|
int gridCols, gridRows, tileSize, intermediateWidth, intermediateHeight;
|
||||||
|
if (useCustomGrid)
|
||||||
|
{
|
||||||
|
gridCols = customGridCount;
|
||||||
|
gridRows = customGridCount;
|
||||||
|
int maxTiles = gridCols * gridRows;
|
||||||
|
if (textureList.Count > maxTiles)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("贴图数量超过设定的网格数(" + maxTiles + "),将只合并前 " + maxTiles + " 个贴图。");
|
||||||
|
textureList = textureList.GetRange(0, maxTiles);
|
||||||
|
}
|
||||||
|
|
||||||
|
tileSize = targetResolution / gridCols;
|
||||||
|
intermediateWidth = targetResolution;
|
||||||
|
intermediateHeight = targetResolution;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
int count = textureList.Count;
|
||||||
|
gridCols = Mathf.CeilToInt(Mathf.Sqrt(count));
|
||||||
|
gridRows = Mathf.CeilToInt((float)count / gridCols);
|
||||||
|
tileSize = 512;
|
||||||
|
intermediateWidth = gridCols * tileSize;
|
||||||
|
intermediateHeight = gridRows * tileSize;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 创建中间纹理,填充黑色背景
|
||||||
|
Texture2D intermediateTexture =
|
||||||
|
new Texture2D(intermediateWidth, intermediateHeight, TextureFormat.RGBA32, false);
|
||||||
|
Color[] fillColor = new Color[intermediateWidth * intermediateHeight];
|
||||||
|
for (int i = 0; i < fillColor.Length; i++)
|
||||||
|
fillColor[i] = Color.black;
|
||||||
|
intermediateTexture.SetPixels(fillColor);
|
||||||
|
|
||||||
|
// 将每张贴图缩放后依次放入中间纹理
|
||||||
|
for (int i = 0; i < textureList.Count; i++)
|
||||||
|
{
|
||||||
|
Texture2D srcTex = textureList[i];
|
||||||
|
Texture2D resizedTex = ScaleTexture(srcTex, tileSize, tileSize);
|
||||||
|
int col = i % gridCols;
|
||||||
|
int row = i / gridCols;
|
||||||
|
int startX = col * tileSize;
|
||||||
|
int startY = (gridRows - 1 - row) * tileSize;
|
||||||
|
intermediateTexture.SetPixels(startX, startY, tileSize, tileSize, resizedTex.GetPixels());
|
||||||
|
}
|
||||||
|
|
||||||
|
intermediateTexture.Apply();
|
||||||
|
|
||||||
|
// 最终贴图:初始化为目标分辨率,并将中间纹理缩放后居中放置
|
||||||
|
Texture2D finalTexture = new Texture2D(targetResolution, targetResolution, TextureFormat.RGBA32, false);
|
||||||
|
Color[] finalFill = new Color[targetResolution * targetResolution];
|
||||||
|
for (int i = 0; i < finalFill.Length; i++)
|
||||||
|
finalFill[i] = Color.black;
|
||||||
|
finalTexture.SetPixels(finalFill);
|
||||||
|
|
||||||
|
float scaleFactor = Mathf.Min((float)targetResolution / intermediateWidth,
|
||||||
|
(float)targetResolution / intermediateHeight);
|
||||||
|
int scaledWidth = Mathf.RoundToInt(intermediateWidth * scaleFactor);
|
||||||
|
int scaledHeight = Mathf.RoundToInt(intermediateHeight * scaleFactor);
|
||||||
|
Texture2D scaledIntermediate = ScaleTexture(intermediateTexture, scaledWidth, scaledHeight);
|
||||||
|
int offsetX = (targetResolution - scaledWidth) / 2;
|
||||||
|
int offsetY = (targetResolution - scaledHeight) / 2;
|
||||||
|
finalTexture.SetPixels(offsetX, offsetY, scaledWidth, scaledHeight, scaledIntermediate.GetPixels());
|
||||||
|
finalTexture.Apply();
|
||||||
|
|
||||||
|
return finalTexture;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 使用 RenderTexture 和 Graphics.Blit 进行高性能的贴图缩放
|
||||||
|
/// 1. 结果贴图统一使用 RGBA32 格式
|
||||||
|
/// 2. Blit 后调用 GL.Flush() 确保渲染命令执行完毕
|
||||||
|
/// 3. 保存并恢复之前的 RenderTexture.active
|
||||||
|
/// </summary>
|
||||||
|
private Texture2D ScaleTexture(Texture2D source, int targetWidth, int targetHeight)
|
||||||
|
{
|
||||||
|
RenderTexture rt = RenderTexture.GetTemporary(targetWidth, targetHeight);
|
||||||
|
rt.filterMode = FilterMode.Bilinear;
|
||||||
|
RenderTexture previous = RenderTexture.active;
|
||||||
|
RenderTexture.active = rt;
|
||||||
|
Graphics.Blit(source, rt);
|
||||||
|
GL.Flush();
|
||||||
|
Texture2D result = new Texture2D(targetWidth, targetHeight, TextureFormat.RGBA32, false);
|
||||||
|
result.ReadPixels(new Rect(0, 0, targetWidth, targetHeight), 0, 0);
|
||||||
|
result.Apply();
|
||||||
|
RenderTexture.active = previous;
|
||||||
|
RenderTexture.ReleaseTemporary(rt);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 将生成的贴图保存为 PNG 文件,并刷新 AssetDatabase
|
||||||
|
/// </summary>
|
||||||
|
private void SaveTexture(Texture2D texture, string path)
|
||||||
|
{
|
||||||
|
byte[] pngData = texture.EncodeToPNG();
|
||||||
|
File.WriteAllBytes(path, pngData);
|
||||||
|
Debug.Log("合并贴图已保存至: " + path);
|
||||||
|
AssetDatabase.Refresh();
|
||||||
|
}
|
||||||
|
}
|
3
Assets/MindPowerSdk/EditorWindow/TextureMergerWindow.cs.meta
generated
Normal file
3
Assets/MindPowerSdk/EditorWindow/TextureMergerWindow.cs.meta
generated
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 523dc48301cf4088a8eeec5486352117
|
||||||
|
timeCreated: 1743696612
|
Loading…
x
Reference in New Issue
Block a user