using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; /* public class SpriteProcessor : AssetPostprocessor { void OnPreprocessTexture () { TextureImporter textureImporter = (TextureImporter)assetImporter; textureImporter.textureType = TextureImporterType.Sprite; textureImporter.spriteImportMode = SpriteImportMode.Multiple; textureImporter.mipmapEnabled = false; textureImporter.filterMode = FilterMode.Point; } public void OnPostprocessTexture (Texture2D texture) { Debug.Log("Texture2D: (" + texture.width + "x" + texture.height + ")"); int spriteSize = 32; int colCount = texture.width / spriteSize; int rowCount = texture.height / spriteSize; List metas = new List(); for (int r = 0; r < rowCount; ++r) { for (int c = 0; c < colCount; ++c) { SpriteMetaData meta = new SpriteMetaData(); meta.rect = new Rect(c * spriteSize, r * spriteSize, spriteSize, spriteSize); meta.name = c + "-" + (rowCount-r-1); metas.Add(meta); } } TextureImporter textureImporter = (TextureImporter)assetImporter; textureImporter.spritesheet = metas.ToArray(); } public void OnPostprocessSprites(Texture2D texture, Sprite[] sprites) { Debug.Log("Sprites: " + sprites.Length); } }*/