using System;
using UnityEditor;
using UnityEditor.Presets;
namespace XGame.Editor.Asset
{
[Serializable]
public class AtlasInfo
{
internal static AtlasInfo DefaultInfo()
{
return new AtlasInfo()
{
packerMode = SpritePackerMode.Atlas,
atlasLayerLimit = 3,
spriteAtlasPreset = DefaultPreset,
};
}
public SpritePackerMode packerMode;
///
/// 图集文件夹子目录的遍历上限
/// 超过上限的视为同一个图集
///
public byte atlasLayerLimit;
///
/// 图集预设
///
public Preset spriteAtlasPreset;
///
/// 图集名命名类型
/// 0:tag+文件夹名
/// 1:文件夹路径
/// 2:guid
///
public int atlasNameType;
private static Preset DefaultPreset
{
get
{
var guids = AssetDatabase.FindAssets("SpriteAtlasTemplate");
if (guids.Length > 0)
{
var assetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
return AssetDatabase.LoadAssetAtPath(assetPath);
}
return null;
}
}
}
}