2025-04-03 02:30:16 +08:00

59 lines
1.7 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
public static class Tool
{
[MenuItem("KopTools/MakeTexture")]
public static void MakeTextureArray()
{
MakeTexture();
}
private static void MakeTexture()
{
TextAsset textAsset = Resources.Load<TextAsset>("TerrainInfo");
string[] terrainInfos = textAsset.text.Split("\n");
Texture2D texture2D = new Texture2D(2048, 2048);
for (int i = 0; i < 2048; i++)
{
for (int j = 0; j < 2048; j++)
{
texture2D.SetPixel(i, j, Color.black);
}
}
for (int i = 0; i < terrainInfos.Length; i++)
{
string infoItem = terrainInfos[i];
if (string.IsNullOrEmpty(infoItem))
continue;
string[] infos = infoItem.Split("\t", StringSplitOptions.RemoveEmptyEntries);
if (infos is { Length: < 2 })
continue;
string texName = Path.GetFileNameWithoutExtension(infos[1]);
string texFilePath = $"Textures/{texName}";
int startX = i * 256 % 2048;
int startY = (63 - i) / 8 * 256;
Texture2D texture = Resources.Load<Texture2D>(texFilePath);
if (texture)
{
var pixels = texture.GetPixels();
texture2D.SetPixels(startX, startY, texture.width, texture.height, pixels);
}
Debug.Log($"i:{i} | startX:{startX} | startY:{startY} | {texFilePath}");
}
// save
File.WriteAllBytes($"Assets/TerrainTex.png", texture2D.EncodeToPNG());
}
}