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Preset Editor
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using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using Sirenix.OdinInspector; | |
using UnityEditor; | |
using UnityEditor.Presets; | |
using UnityEngine; | |
using UnityEngine.Serialization; | |
namespace PresetEditor | |
{ | |
[CreateAssetMenu(fileName = "PresetEditor", menuName = "ScriptableObjects/PresetEditor")] | |
public class PresetEditor : ScriptableObject | |
{ | |
#if UNITY_EDITOR | |
[Header("General Settings")] | |
[SerializeField] private string searchPath = "Assets/Your/Specific/Path"; | |
[Header("Sprite Settings")] | |
[SerializeField] private List<Sprite> sprites = new(); | |
[SerializeField] private string requiredSpriteFolderName = "FolderName"; | |
[SerializeField] private Preset spritePreset; | |
[Button(ButtonSizes.Large)] | |
public void GetAllSprites() | |
{ | |
sprites.Clear(); | |
var spriteFolders = FindFolder(searchPath,requiredSpriteFolderName); | |
sprites = FindSpritesInFolders(spriteFolders); | |
} | |
[Button(ButtonSizes.Large)] | |
public void PerformPresetToAllSprites() | |
{ | |
foreach (var t in sprites) | |
{ | |
ApplyPresetToSprite(t); | |
} | |
} | |
private void ApplyPresetToSprite(Sprite sprite) | |
{ | |
var assetPath = AssetDatabase.GetAssetPath(sprite); | |
TextureImporter textureImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter; | |
if (textureImporter != null) | |
{ | |
if (spritePreset.DataEquals(textureImporter)) | |
{ | |
Debug.Log($"{textureImporter} is the same preset as you want to apply"); | |
return; | |
} | |
spritePreset.ApplyTo(textureImporter); | |
AssetDatabase.ImportAsset(assetPath); | |
} | |
else | |
{ | |
Debug.LogWarning("Failed to apply preset to sprite: " + sprite.name); | |
} | |
} | |
private List<string> FindFolder(string path,string requiredFolderNameString) | |
{ | |
var allFolders = Directory.GetDirectories(path, "*", SearchOption.AllDirectories); | |
return (from folderPath in allFolders let folderName = Path.GetFileName(folderPath) where folderName.Equals(requiredFolderNameString) select folderPath).ToList(); | |
} | |
private List<Sprite> FindSpritesInFolders(List<string> folders) | |
{ | |
return folders | |
.SelectMany(folderPath => Directory.GetFiles(folderPath, "*.png", SearchOption.AllDirectories), | |
(folderPath, texturePath) => AssetDatabase.LoadAssetAtPath<Sprite>(texturePath)) | |
.Where(texture => texture != null) | |
.ToList(); | |
} | |
#endif | |
} | |
} |
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