Unity 编辑器开发实战【MenuItem & CONTEXT】- Image、RawImage的相互转换
【摘要】
1.Image转RawImage:
代码如下:
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
namespace SK.Framework
{
public class ImageTool : Editor
{
/// &...
1.Image转RawImage:
代码如下:
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
namespace SK.Framework
{
public class ImageTool : Editor
{
/// <summary>
/// Image转RawImage
/// </summary>
[MenuItem("CONTEXT/Image/Convert 2 RawImage")]
public static void Image2RawImage()
{
Image image = Selection.activeGameObject.GetComponent<Image>();
//Image中Sprite不为空则获取其texture
Texture2D texture2D = image.sprite ? image.sprite.texture : null;
var raycastTarget = image.raycastTarget;
//销毁Image组件
DestroyImmediate(image);
//添加RawImage组件
RawImage rawImage = Selection.activeGameObject.AddComponent<RawImage>();
rawImage.texture = texture2D;
rawImage.raycastTarget = raycastTarget;
//SetDirty以保存
EditorUtility.SetDirty(Selection.activeGameObject);
}
}
}
2.RawImage转Image:
代码如下:
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
namespace SK.Framework
{
public class ImageTool : Editor
{
/// <summary>
/// RawImage转Image
/// </summary>
[MenuItem("CONTEXT/RawImage/Convert 2 Image")]
public static void RawImage2Image()
{
RawImage rawImage = Selection.activeGameObject.GetComponent<RawImage>();
Sprite sprite = null;
//如果RawImage组件中的texture不为空
if (rawImage.texture != null)
{
//获取texture的资源路径
var path = AssetDatabase.GetAssetPath(rawImage.texture);
//根据该资源路径加载Sprite
sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);
}
var raycastTarget = rawImage.raycastTarget;
//销毁RawImage组件
DestroyImmediate(rawImage);
//添加Image组件
Image image = Selection.activeGameObject.AddComponent<Image>();
image.sprite = sprite;
image.raycastTarget = raycastTarget;
//SetDirty以保存
EditorUtility.SetDirty(Selection.activeGameObject);
}
}
}
完整脚本:
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
namespace SK.Framework
{
public class ImageTool : Editor
{
/// <summary>
/// Image转RawImage
/// </summary>
[MenuItem("CONTEXT/Image/Convert 2 RawImage")]
public static void Image2RawImage()
{
Image image = Selection.activeGameObject.GetComponent<Image>();
//Image中Sprite不为空则获取其texture
Texture2D texture2D = image.sprite ? image.sprite.texture : null;
var raycastTarget = image.raycastTarget;
//销毁Image组件
DestroyImmediate(image);
//添加RawImage组件
RawImage rawImage = Selection.activeGameObject.AddComponent<RawImage>();
rawImage.texture = texture2D;
rawImage.raycastTarget = raycastTarget;
//SetDirty以保存
EditorUtility.SetDirty(Selection.activeGameObject);
}
/// <summary>
/// RawImage转Image
/// </summary>
[MenuItem("CONTEXT/RawImage/Convert 2 Image")]
public static void RawImage2Image()
{
RawImage rawImage = Selection.activeGameObject.GetComponent<RawImage>();
Sprite sprite = null;
//如果RawImage组件中的texture不为空
if (rawImage.texture != null)
{
//获取texture的资源路径
var path = AssetDatabase.GetAssetPath(rawImage.texture);
//根据该资源路径加载Sprite
sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);
}
var raycastTarget = rawImage.raycastTarget;
//销毁RawImage组件
DestroyImmediate(rawImage);
//添加Image组件
Image image = Selection.activeGameObject.AddComponent<Image>();
image.sprite = sprite;
image.raycastTarget = raycastTarget;
//SetDirty以保存
EditorUtility.SetDirty(Selection.activeGameObject);
}
}
}
文章来源: coderz.blog.csdn.net,作者:CoderZ1010,版权归原作者所有,如需转载,请联系作者。
原文链接:coderz.blog.csdn.net/article/details/123571276
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