using UnityEngine; using UnityEngine.TextCore; using UnityEngine.U2D; 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", true, 2200)] static bool AddDefaultMaterialValidate(MenuCommand command) { return AssetDatabase.IsOpenForEdit(command.context); } [MenuItem("CONTEXT/TMP_SpriteAsset/Add Default Material", false, 2200)] static void AddDefaultMaterial(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); } } // Add a Context Menu to the Sprite Asset Editor Panel to update existing sprite assets. [MenuItem("CONTEXT/TMP_SpriteAsset/Update Sprite Asset", true, 2100)] static bool UpdateSpriteAssetValidate(MenuCommand command) { return AssetDatabase.IsOpenForEdit(command.context); } [MenuItem("CONTEXT/TMP_SpriteAsset/Update Sprite Asset", false, 2100)] static void UpdateSpriteAsset(MenuCommand command) { TMP_SpriteAsset spriteAsset = (TMP_SpriteAsset)command.context; if (spriteAsset == null) return; UpdateSpriteAsset(spriteAsset); } internal static void UpdateSpriteAsset(TMP_SpriteAsset spriteAsset) { // Get a list of all the sprites contained in the texture referenced by the sprite asset. // This only works if the texture is set to sprite mode. string filePath = AssetDatabase.GetAssetPath(spriteAsset.spriteSheet); if (string.IsNullOrEmpty(filePath)) return; // Get all the sprites defined in the sprite sheet texture referenced by this sprite asset. Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).ToArray(); // Return if sprite sheet texture does not have any sprites defined in it. if (sprites.Length == 0) { Debug.Log("Sprite Asset [" + spriteAsset.name + "]'s atlas texture does not appear to have any sprites defined in it. Use the Unity Sprite Editor to define sprites for this texture.", spriteAsset.spriteSheet); return; } List spriteGlyphTable = spriteAsset.spriteGlyphTable; // Find available glpyh indexes uint[] existingGlyphIndexes = spriteGlyphTable.Select(x => x.index).ToArray(); List availableGlyphIndexes = new List(); uint lastGlyphIndex = existingGlyphIndexes.Length > 0 ? existingGlyphIndexes.Last() : 0; int elementIndex = 0; for (uint i = 0; i < lastGlyphIndex; i++) { uint existingGlyphIndex = existingGlyphIndexes[elementIndex]; if (i == existingGlyphIndex) elementIndex += 1; else availableGlyphIndexes.Add(i); } // Iterate over sprites contained in the updated sprite sheet to identify new and / or modified sprites. for (int i = 0; i < sprites.Length; i++) { Sprite sprite = sprites[i]; // Check if current sprites is already contained in the sprite glyph table of the sprite asset. TMP_SpriteGlyph spriteGlyph = spriteGlyphTable.FirstOrDefault(x => x.sprite == sprite); if (spriteGlyph != null) { // update existing sprite glyph if (spriteGlyph.glyphRect.x != sprite.rect.x || spriteGlyph.glyphRect.y != sprite.rect.y || spriteGlyph.glyphRect.width != sprite.rect.width || spriteGlyph.glyphRect.height != sprite.rect.height) spriteGlyph.glyphRect = new GlyphRect(sprite.rect); } else { TMP_SpriteCharacter spriteCharacter; // Check if this sprite potentially exists under the same name in the sprite character table. if (spriteAsset.spriteCharacterTable != null && spriteAsset.spriteCharacterTable.Count > 0) { spriteCharacter = spriteAsset.spriteCharacterTable.FirstOrDefault(x => x.name == sprite.name); spriteGlyph = spriteCharacter != null ? spriteGlyphTable[(int)spriteCharacter.glyphIndex] : null; if (spriteGlyph != null) { // Update sprite reference and data spriteGlyph.sprite = sprite; if (spriteGlyph.glyphRect.x != sprite.rect.x || spriteGlyph.glyphRect.y != sprite.rect.y || spriteGlyph.glyphRect.width != sprite.rect.width || spriteGlyph.glyphRect.height != sprite.rect.height) spriteGlyph.glyphRect = new GlyphRect(sprite.rect); } } // Add new Sprite Glyph to the table spriteGlyph = new TMP_SpriteGlyph(); // Get available glyph index if (availableGlyphIndexes.Count > 0) { spriteGlyph.index = availableGlyphIndexes[0]; availableGlyphIndexes.RemoveAt(0); } else spriteGlyph.index = (uint)spriteGlyphTable.Count; spriteGlyph.metrics = new GlyphMetrics(sprite.rect.width, sprite.rect.height, -sprite.pivot.x, sprite.rect.height - sprite.pivot.y, sprite.rect.width); spriteGlyph.glyphRect = new GlyphRect(sprite.rect); spriteGlyph.scale = 1.0f; spriteGlyph.sprite = sprite; spriteGlyphTable.Add(spriteGlyph); spriteCharacter = new TMP_SpriteCharacter(0xFFFE, spriteGlyph); spriteCharacter.name = sprite.name; spriteCharacter.scale = 1.0f; spriteAsset.spriteCharacterTable.Add(spriteCharacter); } } // Update Sprite Character Table to replace unicode 0x0 by 0xFFFE for (int i = 0; i < spriteAsset.spriteCharacterTable.Count; i++) { TMP_SpriteCharacter spriteCharacter = spriteAsset.spriteCharacterTable[i]; if (spriteCharacter.unicode == 0) spriteCharacter.unicode = 0xFFFE; } // Sort glyph table by glyph index spriteAsset.SortGlyphTable(); spriteAsset.UpdateLookupTables(); TMPro_EventManager.ON_SPRITE_ASSET_PROPERTY_CHANGED(true, spriteAsset); } [MenuItem("Assets/Create/TextMeshPro/Sprite Asset", false, 110)] public static void CreateSpriteAsset() { Object target = Selection.activeObject; if (target == null || target.GetType() != typeof(Texture2D)) // && target.GetType() != typeof(SpriteAtlas))) { Debug.LogWarning("A texture must first be selected in order to create a TextMesh Pro Sprite Asset."); return; } // Get the path to the selected asset. string filePathWithName = AssetDatabase.GetAssetPath(target); string fileNameWithExtension = Path.GetFileName(filePathWithName); string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(filePathWithName); string filePath = filePathWithName.Replace(fileNameWithExtension, ""); // Create new Sprite Asset TMP_SpriteAsset spriteAsset = ScriptableObject.CreateInstance(); AssetDatabase.CreateAsset(spriteAsset, filePath + fileNameWithoutExtension + ".asset"); spriteAsset.version = "1.1.0"; // Compute the hash code for the sprite asset. spriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteAsset.name); List spriteGlyphTable = new List(); List spriteCharacterTable = new List(); if (target.GetType() == typeof(Texture2D)) { Texture2D sourceTex = target as Texture2D; // Assign new Sprite Sheet texture to the Sprite Asset. spriteAsset.spriteSheet = sourceTex; PopulateSpriteTables(sourceTex, ref spriteCharacterTable, ref spriteGlyphTable); spriteAsset.spriteCharacterTable = spriteCharacterTable; spriteAsset.spriteGlyphTable = spriteGlyphTable; // Add new default material for sprite asset. AddDefaultMaterial(spriteAsset); } else if (target.GetType() == typeof(SpriteAtlas)) { //SpriteAtlas spriteAtlas = target as SpriteAtlas; //PopulateSpriteTables(spriteAtlas, ref spriteCharacterTable, ref spriteGlyphTable); //spriteAsset.spriteCharacterTable = spriteCharacterTable; //spriteAsset.spriteGlyphTable = spriteGlyphTable; //spriteAsset.spriteSheet = spriteGlyphTable[0].sprite.texture; //// Add new default material for sprite asset. //AddDefaultMaterial(spriteAsset); } // Update Lookup tables. spriteAsset.UpdateLookupTables(); // 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 void PopulateSpriteTables(Texture source, ref List spriteCharacterTable, ref List spriteGlyphTable) { //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(); for (int i = 0; i < sprites.Length; i++) { Sprite sprite = sprites[i]; TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph(); spriteGlyph.index = (uint)i; spriteGlyph.metrics = new GlyphMetrics(sprite.rect.width, sprite.rect.height, -sprite.pivot.x, sprite.rect.height - sprite.pivot.y, sprite.rect.width); spriteGlyph.glyphRect = new GlyphRect(sprite.rect); spriteGlyph.scale = 1.0f; spriteGlyph.sprite = sprite; spriteGlyphTable.Add(spriteGlyph); TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter(0xFFFE, spriteGlyph); spriteCharacter.name = sprite.name; spriteCharacter.scale = 1.0f; spriteCharacterTable.Add(spriteCharacter); } } private static void PopulateSpriteTables(SpriteAtlas spriteAtlas, ref List spriteCharacterTable, ref List spriteGlyphTable) { // Get number of sprites contained in the sprite atlas. int spriteCount = spriteAtlas.spriteCount; Sprite[] sprites = new Sprite[spriteCount]; // Get all the sprites spriteAtlas.GetSprites(sprites); for (int i = 0; i < sprites.Length; i++) { Sprite sprite = sprites[i]; TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph(); spriteGlyph.index = (uint)i; spriteGlyph.metrics = new GlyphMetrics(sprite.textureRect.width, sprite.textureRect.height, -sprite.pivot.x, sprite.textureRect.height - sprite.pivot.y, sprite.textureRect.width); spriteGlyph.glyphRect = new GlyphRect(sprite.textureRect); spriteGlyph.scale = 1.0f; spriteGlyph.sprite = sprite; spriteGlyphTable.Add(spriteGlyph); TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter(0xFFFE, spriteGlyph); spriteCharacter.name = sprite.name; spriteCharacter.scale = 1.0f; spriteCharacterTable.Add(spriteCharacter); } } /// /// 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; } } }