Added Kenney Art, updated some code to use art better

This commit is contained in:
twig 2021-02-15 20:59:41 -06:00
parent 6e7aeedb03
commit fd2c4a1a29
34 changed files with 5778 additions and 23 deletions

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@ -23,6 +23,7 @@
<Path>ProjectSettings</Path> <Path>ProjectSettings</Path>
</explicitIncludes> </explicitIncludes>
<explicitExcludes> <explicitExcludes>
<Path>.git</Path>
<Path>.idea</Path> <Path>.idea</Path>
<Path>Library</Path> <Path>Library</Path>
<Path>Logs</Path> <Path>Logs</Path>

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
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@ -12,6 +12,7 @@ public class Player : MonoBehaviour
public float fireRate; public float fireRate;
public GameObject projectileGo; public GameObject projectileGo;
public Transform projectileSpawn; public Transform projectileSpawn;
public Transform barrelTransform;
private Transform _transform; private Transform _transform;
private Vector3 _position; private Vector3 _position;
@ -61,25 +62,27 @@ public class Player : MonoBehaviour
angle *= -1; angle *= -1;
} }
_transform.eulerAngles = Vector3.forward * angle; //_transform.eulerAngles = Vector3.forward * angle;
barrelTransform.eulerAngles = Vector3.forward * angle;
} }
private void JoystickAim() private void JoystickAim()
{ {
// TOOD:
} }
private void Update() private void Update()
{ {
var direction = movement.ReadValue<Vector2>(); var direction = movement.ReadValue<Vector2>();
direction.Normalize(); direction.Normalize();
_transform.up = direction;
direction *= speed * Time.deltaTime; direction *= speed * Time.deltaTime;
_position.x = direction.x; _position.x = direction.x;
_position.y = direction.y; _position.y = direction.y;
_position.z = 0; _position.z = 0;
_transform.position += _position; _transform.position += _position;
_aimingFunction(); _aimingFunction();
if (_wantFire && _lastFireTime + (1 / fireRate) < Time.time) if (_wantFire && _lastFireTime + (1 / fireRate) < Time.time)

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@ -0,0 +1,281 @@
using System;
using System.IO;
using System.Linq;
using System.Xml;
using UnityEditor;
using UnityEngine;
public class TextureAtlasSlicer : EditorWindow {
[MenuItem("CONTEXT/TextureImporter/Slice Sprite Using XML")]
public static void SliceUsingXML(MenuCommand command) {
var textureImporter = command.context as TextureImporter;
var window = CreateInstance<TextureAtlasSlicer>();
window.importer = textureImporter;
window.ShowUtility();
}
[MenuItem("Assets/Slice Sprite Using XML")]
public static void TextureAtlasSlicerWindow() {
var window = CreateInstance<TextureAtlasSlicer>();
window.Show();
}
[MenuItem("CONTEXT/TextureImporter/Slice Sprite Using XML", true)]
public static bool ValidateSliceUsingXML(MenuCommand command) {
var textureImporter = command.context as TextureImporter;
//valid only if the texture type is 'sprite' or 'advanced'.
return textureImporter && textureImporter.textureType == TextureImporterType.Sprite ||
textureImporter.textureType == TextureImporterType.Default;
}
public TextureImporter importer;
public TextureAtlasSlicer() {
titleContent = new GUIContent("XML Slicer");
}
[SerializeField]
private TextAsset xmlAsset;
public SpriteAlignment spriteAlignment = SpriteAlignment.Center;
public Vector2 customOffset = new Vector2(0.5f, 0.5f);
public void OnSelectionChange() {
UseSelectedTexture();
}
private Texture2D selectedTexture;
private void UseSelectedTexture() {
if (Selection.objects.Length > 1) {
selectedTexture = null;
} else {
selectedTexture = Selection.activeObject as Texture2D;
}
if (selectedTexture != null) {
var assetPath = AssetDatabase.GetAssetPath(selectedTexture);
importer = AssetImporter.GetAtPath(assetPath) as TextureImporter;
if (importer) {
var extension = Path.GetExtension(assetPath);
var pathWithoutExtension = assetPath.Remove(assetPath.Length - extension.Length, extension.Length);
var xmlPath = pathWithoutExtension + ".xml";
var textAsset = AssetDatabase.LoadAssetAtPath(xmlPath, typeof (TextAsset));
if (textAsset != null) {
xmlAsset = textAsset as TextAsset;
} else {
xmlAsset = null;
subTextures = null;
}
ParseXML();
} else {
xmlAsset = null;
subTextures = null;
}
} else {
importer = null;
xmlAsset = null;
subTextures = null;
}
Repaint();
}
private SubTexture[] subTextures;
private int wantedWidth, wantedHeight;
private void ParseXML() {
try {
var document = new XmlDocument();
document.LoadXml(xmlAsset.text);
var root = document.DocumentElement;
if (root == null || root.Name != "TextureAtlas") {
return;
}
subTextures = root.ChildNodes
.Cast<XmlNode>()
.Where(childNode => childNode.Name == "SubTexture")
.Select(childNode => new SubTexture {
width = Convert.ToInt32(childNode.Attributes["width"].Value),
height = Convert.ToInt32(childNode.Attributes["height"].Value),
x = Convert.ToInt32(childNode.Attributes["x"].Value),
y = Convert.ToInt32(childNode.Attributes["y"].Value),
name = childNode.Attributes["name"].Value
}).ToArray();
wantedWidth = 0;
wantedHeight = 0;
foreach (var subTexture in subTextures) {
var right = subTexture.x + subTexture.width;
var bottom = subTexture.y + subTexture.height;
wantedWidth = Mathf.Max(wantedWidth, right);
wantedHeight = Mathf.Max(wantedHeight, bottom);
}
} catch (Exception) {
subTextures = null;
}
}
public void OnEnable() {
UseSelectedTexture();
}
public void OnGUI() {
if (importer == null) {
EditorGUILayout.LabelField("Please select a texture to slice.");
return;
}
EditorGUI.BeginDisabledGroup(focusedWindow != this);
{
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField("Texture", Selection.activeObject, typeof (Texture), false);
EditorGUI.EndDisabledGroup();
if (importer.textureType != TextureImporterType.Sprite &&
importer.textureType != TextureImporterType.Default) {
EditorGUILayout.LabelField("The Texture Type needs to be Sprite or Advanced!");
}
EditorGUI.BeginDisabledGroup((importer.textureType != TextureImporterType.Sprite &&
importer.textureType != TextureImporterType.Default));
{
EditorGUI.BeginChangeCheck();
xmlAsset = EditorGUILayout.ObjectField("XML Source", xmlAsset, typeof (TextAsset), false) as TextAsset;
if (EditorGUI.EndChangeCheck()) {
ParseXML();
}
spriteAlignment = (SpriteAlignment) EditorGUILayout.EnumPopup("Pivot", spriteAlignment);
EditorGUI.BeginDisabledGroup(spriteAlignment != SpriteAlignment.Custom);
EditorGUILayout.Vector2Field("Custom Offset", customOffset);
EditorGUI.EndDisabledGroup();
var needsToResizeTexture = wantedWidth > selectedTexture.width || wantedHeight > selectedTexture.height;
if (xmlAsset != null && needsToResizeTexture) {
EditorGUILayout.LabelField(
string.Format("Texture size too small."
+ " It needs to be at least {0} by {1} pixels!",
wantedWidth,
wantedHeight));
EditorGUILayout.LabelField("Try changing the Max Size property in the importer.");
}
if (subTextures == null || subTextures.Length == 0) {
EditorGUILayout.LabelField("Could not find any SubTextures in XML.");
}
EditorGUI.BeginDisabledGroup(xmlAsset == null || needsToResizeTexture || subTextures == null ||
subTextures.Length == 0);
if (GUILayout.Button("Slice")) {
PerformSlice();
}
EditorGUI.EndDisabledGroup();
}
EditorGUI.EndDisabledGroup();
}
EditorGUI.EndDisabledGroup();
}
private struct SubTexture {
public int width;
public int height;
public int x;
public int y;
public string name;
}
private void PerformSlice() {
if (importer == null) {
return;
}
var textureHeight = selectedTexture.height;
var needsUpdate = false;
if (importer.spriteImportMode != SpriteImportMode.Multiple) {
needsUpdate = true;
importer.spriteImportMode = SpriteImportMode.Multiple;
}
var wantedSpriteSheet = (from subTexture in subTextures
let actualY = textureHeight - (subTexture.y + subTexture.height)
select new SpriteMetaData {
alignment = (int) spriteAlignment,
border = new Vector4(),
name = subTexture.name,
pivot = GetPivotValue(spriteAlignment, customOffset),
rect = new Rect(subTexture.x, actualY, subTexture.width, subTexture.height)
}).ToArray();
if (!needsUpdate && !importer.spritesheet.SequenceEqual(wantedSpriteSheet)) {
needsUpdate = true;
importer.spritesheet = wantedSpriteSheet;
}
if (needsUpdate) {
EditorUtility.SetDirty(importer);
try {
AssetDatabase.StartAssetEditing();
AssetDatabase.ImportAsset(importer.assetPath);
EditorUtility.DisplayDialog("Success!", "The sprite was sliced successfully.", "OK");
} catch (Exception exception) {
Debug.LogException(exception);
EditorUtility.DisplayDialog("Error", "There was an exception while trying to reimport the image." +
"\nPlease check the console log for details.", "OK");
} finally {
AssetDatabase.StopAssetEditing();
}
} else {
EditorUtility.DisplayDialog("Nope!", "The sprite is already sliced according to this XML file.", "OK");
}
}
//SpriteEditorUtility
public static Vector2 GetPivotValue(SpriteAlignment alignment, Vector2 customOffset) {
switch (alignment) {
case SpriteAlignment.Center:
return new Vector2(0.5f, 0.5f);
case SpriteAlignment.TopLeft:
return new Vector2(0.0f, 1f);
case SpriteAlignment.TopCenter:
return new Vector2(0.5f, 1f);
case SpriteAlignment.TopRight:
return new Vector2(1f, 1f);
case SpriteAlignment.LeftCenter:
return new Vector2(0.0f, 0.5f);
case SpriteAlignment.RightCenter:
return new Vector2(1f, 0.5f);
case SpriteAlignment.BottomLeft:
return new Vector2(0.0f, 0.0f);
case SpriteAlignment.BottomCenter:
return new Vector2(0.5f, 0.0f);
case SpriteAlignment.BottomRight:
return new Vector2(1f, 0.0f);
case SpriteAlignment.Custom:
return customOffset;
default:
return Vector2.zero;
}
}
}

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# Unity3D-TextureAtlasSlicer
Simple and fast tool to import XML spritesheets (TextureAtlas) into Unity3D!
![Preview Image](https://i.imgur.com/LhmcMjX.png)
Works very well to import [Kenney's sprite assets](http://opengameart.org/users/kenney)!
## Usage
- Copy this folder to your project's assets directory, or just use the latest .unitypackage file from the [Github project's releases](https://github.com/toxicFork/Unity3D-TextureAtlasSlicer/releases), or the [Unity3D asset store](https://www.assetstore.unity3d.com/en/#!/content/36103)!
- You can now use the Assets/Slice Sprite Using XML button!
- This will open a window.
- Select any sprite asset in your Project window
- If it has a XML file with the same name next to it, that XML file will automatically be selected
- Otherwise, drag-drop the XML file reference onto the XML Source field in the Texture Atlas Slicer window
- Configure the pivot settings
- Hit Slice!
- Enjoy! :D

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