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https://github.com/aelurum/AssetStudio.git
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Improve Sprite export
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@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using System.Linq;
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using System.Text;
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using System.IO;
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@ -1909,28 +1910,18 @@ namespace Unity_Studio
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return selectFile.Distinct().ToArray();
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}
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//TODO Tight方式的Sprite需要读取多边形信息进行绘图
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public static Bitmap GetImageFromSprite(AssetPreloadData asset)
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{
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if (spriteCache.TryGetValue(asset, out var bitmap))
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return (Bitmap)bitmap.Clone();
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var m_Sprite = new Sprite(asset, true);
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if (m_Sprite.m_SpriteAtlas != null && assetsfileList.TryGetPD(m_Sprite.m_SpriteAtlas, out var assetPreloadData))
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if (assetsfileList.TryGetPD(m_Sprite.m_SpriteAtlas, out var assetPreloadData))
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{
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var m_SpriteAtlas = new SpriteAtlas(assetPreloadData);
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bool find = false;
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int index = 0;
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for (; index < m_SpriteAtlas.m_PackedSprites.Count; index++)
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var index = m_SpriteAtlas.guids.FindIndex(x => x == m_Sprite.first);
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if (index >= 0 && assetsfileList.TryGetPD(m_SpriteAtlas.textures[index], out assetPreloadData))
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{
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if (assetsfileList.TryGetPD(m_SpriteAtlas.m_PackedSprites[index], out assetPreloadData) && assetPreloadData == asset)
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{
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find = true;
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break;
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}
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}
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if (find && assetsfileList.TryGetPD(m_SpriteAtlas.textures[index], out assetPreloadData))
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{
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return CutImage(asset, assetPreloadData, m_SpriteAtlas.textureRects[index]);
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return CutImage(asset, assetPreloadData, m_SpriteAtlas.textureRects[index], m_Sprite);
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}
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}
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else
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@ -1964,5 +1955,45 @@ namespace Unity_Studio
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return null;
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}
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private static Bitmap CutImage(AssetPreloadData asset, AssetPreloadData texture2DAsset, RectangleF textureRect, Sprite sprite)
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{
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var texture2D = new Texture2D(texture2DAsset, true);
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using (var originalImage = texture2D.ConvertToBitmap(false))
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{
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if (originalImage != null)
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{
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var info = texture2DAsset.InfoText;
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var start = info.IndexOf("Format");
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info = info.Substring(start, info.Length - start);
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asset.InfoText = $"Width: {textureRect.Width}\nHeight: {textureRect.Height}\n" + info;
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var spriteImage = originalImage.Clone(textureRect, PixelFormat.Format32bppArgb);
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using (var brush = new TextureBrush(spriteImage))
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{
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using (var path = new GraphicsPath())
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{
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foreach (var p in sprite.m_PhysicsShape)
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path.AddPolygon(p);
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using (var matr = new Matrix())
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{
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matr.Translate(sprite.m_Rect.Width * sprite.m_Pivot.X, sprite.m_Rect.Height * sprite.m_Pivot.Y);
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matr.Scale(sprite.m_PixelsToUnits, sprite.m_PixelsToUnits);
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path.Flatten(matr);
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var bitmap = new Bitmap((int)textureRect.Width, (int)textureRect.Height);
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using (var graphic = Graphics.FromImage(bitmap))
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{
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graphic.FillPath(brush, path);
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bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
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spriteCache.Add(asset, bitmap);
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return (Bitmap)bitmap.Clone();
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}
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}
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}
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}
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}
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}
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return null;
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}
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}
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}
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