extends Node2D @export var export_dir_root := "res://asset/art/ui/note/" @export var json: JSON # can be a JSONParseResult or a Dictionary @export var texture: Texture2D func _ready() -> void: _run() var export_dir func _run() -> void: if not json or not texture: printerr("JSON 或 texture 未设置") return if not export_dir_root: push_error("导出目录未设置") return export_dir = export_dir_root + ("" if export_dir_root.ends_with("/") else "/") export_dir = export_dir + json.resource_path.get_file().split(".")[0] + "/" print("导出目录: ", export_dir) # 确保导出目录存在 DirAccess.make_dir_recursive_absolute(export_dir) # 解析 JSON 数据 var data: Dictionary if json: data = json.data # 检查 meta.slices if not data.has("meta") or not data.meta.has("slices"): push_error("JSON 中缺少 meta.slices") return for slice_dict in data.meta.slices: var slice_name = slice_dict.get("name", "") var keys = slice_dict.get("keys", []) if slice_name == "" or keys.is_empty(): continue var key = keys[0] var bounds = key.get("bounds", null) if typeof(bounds) != TYPE_DICTIONARY: continue var rect := Rect2( bounds.get("x", 0), bounds.get("y", 0), bounds.get("w", 0), bounds.get("h", 0) ) _create_and_save_atlas(slice_name, rect) print("已导出 Atlas: ", slice_name, " at ", export_dir) get_tree().quit.call_deferred() func _create_and_save_atlas(atlas_name: String, region: Rect2) -> void: var path = export_dir + atlas_name + ".tres" var atlas_res: AtlasTexture if FileAccess.file_exists(path): atlas_res = load(path) print_rich("[color=cyan]加载已有的 Atlas: ", path) if not atlas_res: atlas_res = AtlasTexture.new() atlas_res.resource_path = path print_rich("[color=green]创建新的 Atlas: ", path) atlas_res.atlas = texture atlas_res.filter_clip = true atlas_res.region = region # 修正了原来拼写错误的 regoin ResourceSaver.save(atlas_res, path)