using UnityEngine; using UnityEditor; using System.Linq; using System.IO; using System.Collections; using System.Collections.Generic; namespace TMPro.EditorUtilities { public static class TMP_SpriteAssetMenu { // Add a Context Menu to the Sprite Asset Editor Panel to Create and Add a Default Material. [MenuItem("CONTEXT/TMP_SpriteAsset/Add Default Material", false, 2000)] static void CopyTexture(MenuCommand command) { TMP_SpriteAsset spriteAsset = (TMP_SpriteAsset)command.context; // Make sure the sprite asset already contains a default material if (spriteAsset != null && spriteAsset.material == null) { // Add new default material for sprite asset. AddDefaultMaterial(spriteAsset); } } [MenuItem("Assets/Create/TextMeshPro/Sprite Asset", false, 100)] public static void CreateTextMeshProObjectPerform() { Object target = Selection.activeObject; // Make sure the selection is a texture. if (target == null || target.GetType() != typeof(Texture2D)) { Debug.LogWarning("A texture which contains sprites must first be selected in order to create a TextMesh Pro Sprite Asset."); return; } Texture2D sourceTex = target as Texture2D; // Get the path to the selected texture. string filePathWithName = AssetDatabase.GetAssetPath(sourceTex); string fileNameWithExtension = Path.GetFileName(filePathWithName); string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(filePathWithName); string filePath = filePathWithName.Replace(fileNameWithExtension, ""); // Check if Sprite Asset already exists TMP_SpriteAsset spriteAsset = AssetDatabase.LoadAssetAtPath(filePath + fileNameWithoutExtension + ".asset", typeof(TMP_SpriteAsset)) as TMP_SpriteAsset; bool isNewAsset = spriteAsset == null ? true : false; if (isNewAsset) { // Create new Sprite Asset using this texture spriteAsset = ScriptableObject.CreateInstance(); AssetDatabase.CreateAsset(spriteAsset, filePath + fileNameWithoutExtension + ".asset"); // Compute the hash code for the sprite asset. spriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteAsset.name); // Assign new Sprite Sheet texture to the Sprite Asset. spriteAsset.spriteSheet = sourceTex; spriteAsset.spriteInfoList = GetSpriteInfo(sourceTex); // Add new default material for sprite asset. AddDefaultMaterial(spriteAsset); } else { spriteAsset.spriteInfoList = UpdateSpriteInfo(spriteAsset); // Make sure the sprite asset already contains a default material if (spriteAsset.material == null) { // Add new default material for sprite asset. AddDefaultMaterial(spriteAsset); } } // Get the Sprites contained in the Sprite Sheet EditorUtility.SetDirty(spriteAsset); //spriteAsset.sprites = sprites; // Set source texture back to Not Readable. //texImporter.isReadable = false; AssetDatabase.SaveAssets(); AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(spriteAsset)); // Re-import font asset to get the new updated version. //AssetDatabase.Refresh(); } private static List GetSpriteInfo(Texture source) { //Debug.Log("Creating new Sprite Asset."); string filePath = AssetDatabase.GetAssetPath(source); // Get all the Sprites sorted by Index Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray(); List spriteInfoList = new List(); for (int i = 0; i < sprites.Length; i++) { TMP_Sprite spriteInfo = new TMP_Sprite(); Sprite sprite = sprites[i]; //spriteInfo.fileID = UnityEditor.Unsupported.GetLocalIdentifierInFile(sprite.GetInstanceID()); spriteInfo.id = i; spriteInfo.name = sprite.name; spriteInfo.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteInfo.name); Rect spriteRect = sprite.rect; spriteInfo.x = spriteRect.x; spriteInfo.y = spriteRect.y; spriteInfo.width = spriteRect.width; spriteInfo.height = spriteRect.height; // Compute Sprite pivot position Vector2 pivot = new Vector2(0 - (sprite.bounds.min.x) / (sprite.bounds.extents.x * 2), 0 - (sprite.bounds.min.y) / (sprite.bounds.extents.y * 2)); spriteInfo.pivot = new Vector2(0 - pivot.x * spriteRect.width, spriteRect.height - pivot.y * spriteRect.height); spriteInfo.sprite = sprite; // Properties the can be modified spriteInfo.xAdvance = spriteRect.width; spriteInfo.scale = 1.0f; spriteInfo.xOffset = spriteInfo.pivot.x; spriteInfo.yOffset = spriteInfo.pivot.y; spriteInfoList.Add(spriteInfo); } return spriteInfoList; } /// /// Create and add new default material to sprite asset. /// /// private static void AddDefaultMaterial(TMP_SpriteAsset spriteAsset) { Shader shader = Shader.Find("TextMeshPro/Sprite"); Material material = new Material(shader); material.SetTexture(ShaderUtilities.ID_MainTex, spriteAsset.spriteSheet); spriteAsset.material = material; material.hideFlags = HideFlags.HideInHierarchy; AssetDatabase.AddObjectToAsset(material, spriteAsset); } // Update existing SpriteInfo private static List UpdateSpriteInfo(TMP_SpriteAsset spriteAsset) { //Debug.Log("Updating Sprite Asset."); string filePath = AssetDatabase.GetAssetPath(spriteAsset.spriteSheet); // Get all the Sprites sorted Left to Right / Top to Bottom Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray(); for (int i = 0; i < sprites.Length; i++) { Sprite sprite = sprites[i]; // Check if the sprite is already contained in the SpriteInfoList int index = -1; if (spriteAsset.spriteInfoList.Count > i && spriteAsset.spriteInfoList[i].sprite != null) index = spriteAsset.spriteInfoList.FindIndex(item => item.sprite.GetInstanceID() == sprite.GetInstanceID()); // Use existing SpriteInfo if it already exists TMP_Sprite spriteInfo = index == -1 ? new TMP_Sprite() : spriteAsset.spriteInfoList[index]; Rect spriteRect = sprite.rect; spriteInfo.x = spriteRect.x; spriteInfo.y = spriteRect.y; spriteInfo.width = spriteRect.width; spriteInfo.height = spriteRect.height; // Get Sprite Pivot Vector2 pivot = new Vector2(0 - (sprite.bounds.min.x) / (sprite.bounds.extents.x * 2), 0 - (sprite.bounds.min.y) / (sprite.bounds.extents.y * 2)); // The position of the pivot influences the Offset position. spriteInfo.pivot = new Vector2(0 - pivot.x * spriteRect.width, spriteRect.height - pivot.y * spriteRect.height); if (index == -1) { // Find the next available index for this Sprite int[] ids = spriteAsset.spriteInfoList.Select(item => item.id).ToArray(); int id = 0; for (int j = 0; j < ids.Length; j++ ) { if (ids[0] != 0) break; if (j > 0 && (ids[j] - ids[j - 1]) > 1) { id = ids[j - 1] + 1; break; } id = j + 1; } spriteInfo.sprite = sprite; spriteInfo.name = sprite.name; spriteInfo.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteInfo.name); spriteInfo.id = id; spriteInfo.xAdvance = spriteRect.width; spriteInfo.scale = 1.0f; spriteInfo.xOffset = spriteInfo.pivot.x; spriteInfo.yOffset = spriteInfo.pivot.y; spriteAsset.spriteInfoList.Add(spriteInfo); // Sort the Sprites by ID spriteAsset.spriteInfoList = spriteAsset.spriteInfoList.OrderBy(s => s.id).ToList(); } else { spriteAsset.spriteInfoList[index] = spriteInfo; } } return spriteAsset.spriteInfoList; } } }