本文主要是介绍[Unity] Unity5.6 2D中导入图片顶点数目过多修改为四个顶点,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
Unity5.6增强了2D功能,为制作2D游戏提供了很大的便利,让我们可以很方便地根据图片生成多边形碰撞体。在Sprite Editor中增加了Edit Outline的功能,让我们可以编辑图片的outline,而且unity也会在我们导入图片的时候自动地给我们调整图片的outline。
如下图所示,这么一个简单的图片有三十多个顶点,这还是在Outline Tolerance设置为0的情况下。
让我们看一下游戏场景中的情况:
上图可见,这么一个sprite需要30个顶点,28个三角面片,而其实4个顶点,两个三角面片足以胜任此工作。如果一个2D游戏的场景中有大量这种图片的话,很容易就会产生几千个顶点,无缘无故消耗游戏性能。
为了解决这个问题,需要对图片进行处理。我从图片的TextureImporter中获取outline信息,根据texture的宽高进行修改。下面是代码,有对单个Texture进行修改的,也有在导入资源的时候自动处理的:
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;// Author: 邵志恒 Rick
// E-mail: zhiheng.rick@gmail.compublic class AjustTexutureOutline2FourVertex : AssetPostprocessor
{// 导入图片的时候调用public void OnPostprocessTexture(Texture2D tx){TextureImporter textureImporter = this.assetImporter as TextureImporter;SerializedObject textureImporterSO = new SerializedObject(textureImporter);SerializedProperty outlineSP = textureImporterSO.FindProperty("m_SpriteSheet.m_Outline");ModifyOutline(outlineSP, tx.width, tx.height);textureImporterSO.ApplyModifiedProperties();}[MenuItem("Assets/AdjustOutline")]private static void AdjustOutline(){Object targetObj = Selection.activeObject;if (targetObj && targetObj is Texture2D){string path = AssetDatabase.GetAssetPath(targetObj);TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;Texture tx = AssetDatabase.LoadAssetAtPath<Texture>(path);SerializedObject textureImporterSO = new SerializedObject(textureImporter);SerializedProperty outlineSP = textureImporterSO.FindProperty("m_SpriteSheet.m_Outline");ModifyOutline(outlineSP, tx.width, tx.height);textureImporterSO.ApplyModifiedProperties();AssetDatabase.ImportAsset(path);}}[MenuItem("Assets/ProcessTexture", true)]private static bool Texture2DValidation(){return Selection.activeObject.GetType() == typeof(Texture2D);}private static void ModifyOutline(SerializedProperty outlineSP, float width, float height){if (outlineSP.arraySize == 0){outlineSP.InsertArrayElementAtIndex(0);SerializedProperty arrayElementAtIndex = outlineSP.GetArrayElementAtIndex(0);for (int i = 0; i < 4; i++){arrayElementAtIndex.InsertArrayElementAtIndex(i);arrayElementAtIndex.GetArrayElementAtIndex(i).floatValue = 0.0f;}}for (int i = 0; i < outlineSP.arraySize; i++){SerializedProperty arrayElementAtIndex = outlineSP.GetArrayElementAtIndex(i);for (int j = 0; j < arrayElementAtIndex.arraySize; j++){float x, y;if (j == 0 || j == 1){x = -width / 2;}else{x = width / 2;}if (j == 1 || j == 2){y = -height / 2;}else{y = height / 2;}arrayElementAtIndex.GetArrayElementAtIndex(j).vector2Value = new Vector2(x, y);}}}
}
这篇关于[Unity] Unity5.6 2D中导入图片顶点数目过多修改为四个顶点的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!