通过流媒体资源加载 Spritesheet/Atlas [英] Load Spritesheet/Atlas through Streaming Assets

查看:21
本文介绍了通过流媒体资源加载 Spritesheet/Atlas的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我试图通过利用流媒体资源在我的 Unity 游戏中进行一定程度的修改.我可以导入单个精灵没问题,但我不确定如何将导入的流资产精灵设置为精灵模式:多个并将该精灵切成其子部分.

I am trying to allow a degree of modding in my Unity game by utilizing streaming assets. I can import a single sprite no problem, but I am not sure how to set an imported streaming assets sprite to Sprite Mode: Multiple and slice that sprite into its sub parts.

这是我现在用于导入的测试类:

Here is a test class I am using for the import right now:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using PixelsoftGames.Tools2D;
using System.IO;

public class Sandbox : MonoBehaviour
{
    SpriteRenderer sRenderer = null;

    private void Awake()
    {
        sRenderer = GetComponent<SpriteRenderer>();
    }

    private void Start()
    {
        DirectoryInfo directoryInfo = new DirectoryInfo(Application.streamingAssetsPath);
        FileInfo[] allFiles = directoryInfo.GetFiles("*.*");

        foreach(FileInfo file in allFiles)
            if(file.Name.Contains("Laser"))
                StartCoroutine("LoadSprite", file);
    }

    IEnumerator LoadSprite(FileInfo file)
    {
        if (file.Name.Contains("meta"))
            yield break;
        else
        {
            string fileWithoutExtension = Path.GetFileNameWithoutExtension(file.ToString());

            string finalPath;
            WWW localFile;
            Texture2D texture;

            finalPath = "file://" + file.ToString();
            localFile = new WWW(finalPath);

            Debug.Log(finalPath);

            yield return localFile;

            texture = localFile.texture;
            texture.filterMode = FilterMode.Point;
            Sprite sprite = Sprite.Create(texture as Texture2D, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f), 32f);
            sRenderer.sprite = sprite;
        }
    }
}

推荐答案

您不能只是将 Sprite 表放在 StreamingAssets 文件夹中,然后期望在构建中直接访问它.由于 Sprite 表是 Unity 格式,您必须使用 Unity 的资源/资产 API 之一来访问它.有两种方法可以做到这一点:

You can't just drop a Sprite sheet in the StreamingAssets folder and expect to access it directly in a build. Since Sprite sheet is in Unity format, you have to use one of Unity's resources/asset API to access it. There are two ways to do this:

1.使用资源 API.这意味着您必须使用 Resources 文件夹而不是 StreamingAssets 文件夹.将 Sprite 图集放在 Resources 文件夹中,然后阅读如下:

1.With the Resources API. This means you must use the Resources folder instead of the StreamingAssets folder. Put the Sprite atlas in the Resources folder then read as follow:

Sprite[] sprite = Resources.LoadAll<Sprite>("spriteFile") as Sprite[];

2.如果要使用 StreamingAssets 文件夹,则必须将 Sprite 表构建为 Assetbundle,然后使用 AssetBundle API 在运行时读取它.AssetBundle.LoadAssetWithSubAssetsAssetBundle.LoadAssetWithSubAssetsAsync(推荐)函数用于加载 Sprite 图集.

2.If you want to use the StreamingAssets folder, you must build the Sprite sheet as Assetbundle then use the AssetBundle API read it during run-time. The AssetBundle.LoadAssetWithSubAssets and AssetBundle.LoadAssetWithSubAssetsAsync (Recommended) functions are used to load Sprite atlas.

这篇帖子展示了如何构建 AssetBundle.忽略加载部分,因为加载精灵图集与加载普通纹理不同.构建完成后,请参阅下文了解如何加载它.精灵图集存储在 loadedSprites 变量中:

This post shows how to build AssetBundle. Ignore the loading part because loading sprite atlas is different from loading a normal Texture. Once you build it, see below for how to load it. The sprite atlas is stored in the loadedSprites variable:

public Image image;

string nameOfAssetBundle = "animals";
string nameOfObjectToLoad = "dog";

void Start()
{
    StartCoroutine(LoadAsset(nameOfAssetBundle, nameOfObjectToLoad));
}

IEnumerator LoadAsset(string assetBundleName, string objectNameToLoad)
{
    string filePath = System.IO.Path.Combine(Application.streamingAssetsPath, "AssetBundles");
    filePath = System.IO.Path.Combine(filePath, assetBundleName);

    //Load "animals" AssetBundle
    var assetBundleCreateRequest = AssetBundle.LoadFromFileAsync(filePath);
    yield return assetBundleCreateRequest;

    AssetBundle asseBundle = assetBundleCreateRequest.assetBundle;


    //Load the "dog" Asset (Use Sprite since it's a Sprite. Use GameObject if prefab)
    AssetBundleRequest asset = asseBundle.LoadAssetWithSubAssetsAsync<Sprite>(objectNameToLoad);
    yield return asset;

    //Retrive all the Object atlas and store them in loadedSprites Sprite
    UnityEngine.Object[] loadedAsset = asset.allAssets as UnityEngine.Object[];
    Sprite[] loadedSprites = new Sprite[loadedAsset.Length];
    for (int i = 0; i < loadedSprites.Length; i++)
        loadedSprites[i] = (Sprite)loadedAsset[i];

    Debug.Log("Atlas Count: " + loadedSprites.Length);
    for (int i = 0; i < loadedSprites.Length; i++)
    {
        Debug.LogWarning(loadedSprites[i].name);

        //Do something with the loaded loadedAsset  object (Load to Image component for example) 
        image.sprite = loadedSprites[i];
    }
}

这篇关于通过流媒体资源加载 Spritesheet/Atlas的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

查看全文
登录 关闭
扫码关注1秒登录
发送“验证码”获取 | 15天全站免登陆