xiandie/asset/art/ui/note/aseprite_slice_to_atlas.gd

93 lines
2.7 KiB
GDScript

@tool
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
@export_tool_button("执行") var execute = _run
@export var demo_scale := 0.5
@export_tool_button("刷新 demo") var refresh = _refresh_demo
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)
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)
func _refresh_demo() -> void:
var demo_node = $Demo
for c in demo_node.get_children():
c.queue_free()
# 将 export_dir 下的 texture 显示在 demo 下,彼此保持 200*200 距离
var x_offset = 0
var y_offset = 0
for file_name in DirAccess.get_files_at(export_dir):
if file_name.ends_with(".tres"):
var path = export_dir + file_name
var res = load(path)
if res is AtlasTexture:
var sprite = Sprite2D.new()
sprite.texture = res
sprite.position = Vector2(x_offset, y_offset)
sprite.scale = Vector2(demo_scale, demo_scale)
demo_node.add_child(sprite)
x_offset += 200
if x_offset > 1000:
x_offset = 0
y_offset += 200