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@bmanGH
Last active March 8, 2022 12:48
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Unity editor script for export sprite sheet from Unity to Cocos2d or PNG files
/**
* script for export sprite sheet from Unity to Cocos2d
*
* @author bman (zx123xz321hm3@hotmail.com)
* @version 1.0 1/3/2014
* @version 1.1 6/9/2014 add image slice exporter
*/
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using System.IO;
public class SpriteTextureSliceExporter : ScriptableObject {
internal struct SheetFrame {
public string name;
public Vector2 pivot;
public Rect rect;
};
static internal string Render (string assetPath, Texture2D texture, List<SheetFrame> frames) {
StringBuilder sb = new StringBuilder();
sb.AppendLine("<?xml version=\"1.0\" encoding=\"UTF-8\"?>");
sb.AppendLine("<!DOCTYPE plist PUBLIC \"-//Apple Computer//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">");
sb.AppendLine("<plist version=\"1.0\">");
sb.AppendLine(" <dict>");
sb.AppendLine(" <key>frames</key>");
sb.AppendLine(" <dict>");
foreach (SheetFrame frame in frames) {
sb.AppendFormat(" <key>{0}</key>",
frame.name); sb.AppendLine();
sb.AppendLine(" <dict>");
sb.AppendLine(" <key>frame</key>");
sb.AppendFormat(" <string>{{{{{0},{1}}},{{{2},{3}}}}}</string>",
frame.rect.x, frame.rect.y, frame.rect.width, frame.rect.height); sb.AppendLine();
sb.AppendLine(" <key>offset</key>");
sb.AppendLine(" <string>{0,0}</string>");
sb.AppendLine(" <key>rotated</key>");
sb.AppendLine(" <false/>");
sb.AppendLine(" <key>sourceColorRect</key>");
sb.AppendFormat(" <string>{{{{0,0}},{{{0},{1}}}}}</string>",
frame.rect.width, frame.rect.height); sb.AppendLine();
sb.AppendLine(" <key>sourceSize</key>");
sb.AppendFormat(" <string>{{{0},{1}}}</string>",
frame.rect.width, frame.rect.height); sb.AppendLine();
sb.AppendLine(" </dict>");
}
sb.AppendLine(" </dict>");
sb.AppendLine(" <key>metadata</key>");
sb.AppendLine(" <dict>");
sb.AppendLine(" <key>format</key>");
sb.AppendLine(" <integer>2</integer>");
sb.AppendLine(" <key>realTextureFileName</key>");
sb.AppendFormat(" <string>{0}</string>",
Path.GetFileName(assetPath)); sb.AppendLine();
sb.AppendLine(" <key>size</key>");
sb.AppendFormat(" <string>{{{0},{1}}}</string>",
texture.width, texture.height); sb.AppendLine();
sb.AppendLine(" <key>textureFileName</key>");
sb.AppendFormat(" <string>{0}</string>",
Path.GetFileName(assetPath)); sb.AppendLine();
sb.AppendLine(" </dict>");
sb.AppendLine(" </dict>");
sb.AppendLine("</plist>");
return sb.ToString();
}
[MenuItem ("SpriteTextureSliceExporter/SpriteSheetExporter")]
static public void SpriteSheetExporter () {
Object[] selectedTextures = Selection.GetFiltered(typeof(Texture2D), SelectionMode.Assets);
if (selectedTextures.Length == 0) {
EditorUtility.DisplayDialog("SpriteSheetExporter", "Please select texture", "OK");
return;
}
string outputDirectory = EditorUtility.OpenFolderPanel("Output of Directory", "", "");
if (string.IsNullOrEmpty(outputDirectory)) {
return;
}
foreach (Object activeObject in selectedTextures) {
Texture2D selectedTexture = activeObject as Texture2D;
if (selectedTexture != null) {
string assetPath = AssetDatabase.GetAssetPath(selectedTexture);
Debug.Log("export sprite sheet \"" + assetPath + "\"");
TextureImporter importer = AssetImporter.GetAtPath(assetPath) as TextureImporter;
if (importer) {
List<SheetFrame> frames = new List<SheetFrame>();
foreach (SpriteMetaData spriteMetaData in importer.spritesheet) {
SheetFrame frame = new SheetFrame();
frame.name = spriteMetaData.name;
// Center = 0, TopLeft = 1, TopCenter = 2,
// TopRight = 3, LeftCenter = 4, RightCenter = 5,
// BottomLeft = 6, BottomCenter = 7, BottomRight = 8, Custom = 9.
switch (spriteMetaData.alignment) {
case 0:
frame.pivot.x = 0.5f;
frame.pivot.y = 0.5f;
break;
case 1:
frame.pivot.x = 0.0f;
frame.pivot.y = 1.0f;
break;
case 2:
frame.pivot.x = 0.5f;
frame.pivot.y = 1.0f;
break;
case 3:
frame.pivot.x = 1.0f;
frame.pivot.y = 1.0f;
break;
case 4:
frame.pivot.x = 0.0f;
frame.pivot.y = 0.5f;
break;
case 5:
frame.pivot.x = 1.0f;
frame.pivot.y = 0.5f;
break;
case 6:
frame.pivot.x = 0.0f;
frame.pivot.y = 0.0f;
break;
case 7:
frame.pivot.x = 0.5f;
frame.pivot.y = 0.0f;
break;
case 8:
frame.pivot.x = 1.0f;
frame.pivot.y = 0.0f;
break;
case 9:
frame.pivot = spriteMetaData.pivot;
break;
}
// flip frame Y
frame.rect = spriteMetaData.rect;
frame.rect.y = selectedTexture.height - (frame.rect.y + frame.rect.height);
frames.Add(frame);
}
// write sprite sheet data to target file
string outputPath = Path.Combine(outputDirectory, Path.GetFileNameWithoutExtension(assetPath)) + ".plist";
string output = Render(assetPath, selectedTexture, frames);
using (StreamWriter sw = File.CreateText(outputPath))
{
sw.Write(output);
}
// copy image to target path
File.Copy(assetPath, Path.Combine(outputDirectory, Path.GetFileName(assetPath)), true);
} // if (importer)
} // if (selectedTexture != null)
} // foreach (Object activeObject in selectedTextures)
}
[MenuItem ("SpriteTextureSliceExporter/ImageSliceExporter")]
static public void ImageSliceExporter () {
Object[] selectedTextures = Selection.GetFiltered(typeof(Texture2D), SelectionMode.Assets);
if (selectedTextures.Length == 0) {
EditorUtility.DisplayDialog("ImageSliceExporter", "Please select texture", "OK");
return;
}
string outputDirectory = EditorUtility.OpenFolderPanel("Output of Directory", "", "");
if (string.IsNullOrEmpty(outputDirectory)) {
return;
}
foreach (Object activeObject in selectedTextures) {
Texture2D selectedTexture = activeObject as Texture2D;
if (selectedTexture != null) {
string assetPath = AssetDatabase.GetAssetPath(selectedTexture);
Debug.Log("export sprite sheet \"" + assetPath + "\"");
TextureImporter importer = AssetImporter.GetAtPath(assetPath) as TextureImporter;
if (importer) {
List<SheetFrame> frames = new List<SheetFrame>();
foreach (SpriteMetaData spriteMetaData in importer.spritesheet) {
SheetFrame frame = new SheetFrame();
frame.name = spriteMetaData.name;
// Center = 0, TopLeft = 1, TopCenter = 2,
// TopRight = 3, LeftCenter = 4, RightCenter = 5,
// BottomLeft = 6, BottomCenter = 7, BottomRight = 8, Custom = 9.
switch (spriteMetaData.alignment) {
case 0:
frame.pivot.x = 0.5f;
frame.pivot.y = 0.5f;
break;
case 1:
frame.pivot.x = 0.0f;
frame.pivot.y = 1.0f;
break;
case 2:
frame.pivot.x = 0.5f;
frame.pivot.y = 1.0f;
break;
case 3:
frame.pivot.x = 1.0f;
frame.pivot.y = 1.0f;
break;
case 4:
frame.pivot.x = 0.0f;
frame.pivot.y = 0.5f;
break;
case 5:
frame.pivot.x = 1.0f;
frame.pivot.y = 0.5f;
break;
case 6:
frame.pivot.x = 0.0f;
frame.pivot.y = 0.0f;
break;
case 7:
frame.pivot.x = 0.5f;
frame.pivot.y = 0.0f;
break;
case 8:
frame.pivot.x = 1.0f;
frame.pivot.y = 0.0f;
break;
case 9:
frame.pivot = spriteMetaData.pivot;
break;
}
frame.rect = spriteMetaData.rect;
frames.Add(frame);
}
// export sliced PNG file
foreach (SheetFrame frame in frames) {
// copy frame image data
int x = Mathf.FloorToInt(frame.rect.x);
int y = Mathf.FloorToInt(frame.rect.y);
int width = Mathf.FloorToInt(frame.rect.width);
int height = Mathf.FloorToInt(frame.rect.height);
Color[] pix = selectedTexture.GetPixels(x, y, width, height);
Texture2D frameTex = new Texture2D(width, height, TextureFormat.ARGB32, false);
frameTex.SetPixels(pix);
frameTex.Apply();
// save PNG file
byte[] bytes = frameTex.EncodeToPNG();
DestroyImmediate(frameTex);
string outputPath = Path.Combine(outputDirectory, frame.name) + ".png";
File.WriteAllBytes(outputPath, bytes);
}
} // if (importer)
} // if (selectedTexture != null)
} // foreach (Object activeObject in selectedTextures)
}
}
@fadookie
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Thanks for sharing this. I was not able to get this code working as it seemed to have incorrect offsets for all of my sprite slices. However I was finally able to get my own version working incorporating a few other bits of advice, none of which quite worked out of the box. Here is my version for future reference: https://github.com/fadookie/SpriteSlicer

@bmanGH
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bmanGH commented Aug 17, 2019

Thanks for sharing this. I was not able to get this code working as it seemed to have incorrect offsets for all of my sprite slices. However I was finally able to get my own version working incorporating a few other bits of advice, none of which quite worked out of the box. Here is my version for future reference: https://github.com/fadookie/SpriteSlicer

Great work

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