?这里有两个方法。
一个是压缩图片到一个合适尺寸,比如将258*258的图片压缩成256成256的。
另一个是微小修改图片尺寸到一个合适值,让图片可以使用最优的压缩算法,比如将257*256的图片压缩成256成256的。
注意:代码执行需要一个System.Drawing.dll库文件,将库文件放到Resources目录下即可。文件可以到我的CSDN资源处下载。如有问题可留言沟通交流。
using UnityEngine;
using UnityEditor;
using System.IO;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Drawing;
public class CompressTextureEditor
{
const string TextureSize = "Assets/Com Tool/压缩Texture";
[MenuItem(TextureSize, false, 1)]
public static void CompressTextureSize()
{
string[] assetGUIDArray = Selection.assetGUIDs;
if (assetGUIDArray.Length == 1)
{
string assetPath = AssetDatabase.GUIDToAssetPath(assetGUIDArray[0]);
Debug.Log(assetPath);
List<string> filePaths = new List<string> ();
string imgtype = "*.BMP|*.JPG|*.GIF|*.PNG";
string[] ImageType = imgtype.Split ('|');
for (int i = 0; i < ImageType.Length; i++) {
string[] dirs = Directory.GetFiles(assetPath, ImageType [i], SearchOption.AllDirectories);
for (int j = 0; j < dirs.Length; j++) {
filePaths.Add (dirs [j]);
}
}
int[] size_r = {32, 64, 128, 256, 512, 1024, 2048};
//"Assets/Game/"
int index = 11;
EditorUtility.DisplayProgressBar("TextureSize", "TextureSize...", 0);
var count = 0;
for (int i = 0; i < filePaths.Count; i++)
{
bool is_update = false;
var filePath = filePaths [i];
count++;
EditorUtility.DisplayProgressBar("TextureSize", filePath, count / (float)filePaths.Count);
TextureImporter textureImporter = AssetImporter.GetAtPath(filePath) as TextureImporter;
string path = Path.GetDirectoryName (filePath);
string spriteTag = path.Substring (index + 1, path.Length - index - 1);
spriteTag = spriteTag.Replace ('/', '_');
TextureImporterPlatformSettings platformSettings = textureImporter.GetPlatformTextureSettings("iPhone");
if (platformSettings.overridden == true)
{
is_update = true;
platformSettings.overridden = false;
textureImporter.SetPlatformTextureSettings(platformSettings);
}
platformSettings = textureImporter.GetPlatformTextureSettings("Android");
if (platformSettings.overridden == true)
{
is_update = true;
platformSettings.overridden = false;
textureImporter.SetPlatformTextureSettings(platformSettings);
}
Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D> (filePath);
if (texture != null)
{
platformSettings = textureImporter.GetDefaultPlatformTextureSettings();
int max_s = texture.width;
int min_s = texture.height;
if (max_s >= 32 || min_s >= 32)
{
if (max_s < texture.height)
{
min_s = texture.width;
max_s = texture.height;
}
int max_jj = size_r.Length - 1;
for (int j = 0; j < size_r.Length; j++)
{
if (j==0 && max_s <= size_r[j])
{
max_jj = j;
break;
}
if (j!=size_r.Length && max_s <= size_r[j+1] && max_s > size_r[j])
{
max_jj = j;
break;
}
}
if ((max_jj+1)>=size_r.Length || (max_s < (size_r[max_jj] * 1.35)))
{
is_update = true;
platformSettings.maxTextureSize = size_r[max_jj];
textureImporter.SetPlatformTextureSettings(platformSettings);
}
}
}
if (is_update)
{
AssetDatabase.ImportAsset(filePath);
}
}
EditorUtility.ClearProgressBar();
}
}
// *****************************************************
// *****************************************************
// *****************************************************
public class image_cls{
public string new_path = "";
public string old_path = "";
public int max_size = 1024;
public bool chg_size = false;
public bool is_have = true;
public image_cls(string p1, string p2)
{
new_path = p1;
old_path = p2;
}
}
static List<image_cls> change_list = new List<image_cls>();
static string temp_dir = Application.dataPath + "/temp_NewImg/";
const string TextureExact4 = "Assets/Com Tool/修改图片尺寸(满足Unity%4)";
[MenuItem(TextureExact4, false, 2)]
public static void CompressTextureExact4()
{
if (Directory.Exists (temp_dir)) {
Directory.Delete (temp_dir, true);
}
Directory.CreateDirectory (temp_dir);
change_list = new List<image_cls>();
string[] assetGUIDArray = Selection.assetGUIDs;
if (assetGUIDArray.Length == 1)
{
string assetPath = AssetDatabase.GUIDToAssetPath(assetGUIDArray[0]);
Debug.Log(assetPath);
List<string> filePaths = new List<string> ();
string imgtype = "*.BMP|*.JPG|*.GIF|*.PNG";
string[] ImageType = imgtype.Split ('|');
for (int i = 0; i < ImageType.Length; i++) {
string[] dirs = Directory.GetFiles(assetPath, ImageType [i], SearchOption.AllDirectories);
for (int j = 0; j < dirs.Length; j++) {
filePaths.Add (dirs [j]);
}
}
int[] size_r = {32, 64, 128, 256, 512, 1024, 2048 ,4096};
//"Assets/Game/"
int index = 11;
EditorUtility.DisplayProgressBar("1.YSTextureTag ", "YSTextureTag...", 0);
var count = 0;
for (int i = 0; i < filePaths.Count; i++) {
bool is_update = false;
var filePath = filePaths [i];
count++;
EditorUtility.DisplayProgressBar("1.YSTextureTag " + "(" + count + "/" + filePaths.Count + ")", filePath, count / (float)filePaths.Count);
string path = Path.GetDirectoryName (filePath);
string spriteTag = path.Substring (index + 1, path.Length - index - 1);
spriteTag = spriteTag.Replace ('/', '_');
// 第一种方式
// var cIma = System.Drawing.Image.FromFile(filePath);
// int width = cIma.Width;
// int height = cIma.Height;
// cIma.Dispose();
// 第二种方式
TextureImporter textureImporter = AssetImporter.GetAtPath(filePath) as TextureImporter;
int width = 0;
int height = 0;
GetTextureOriginalSize(textureImporter, out width, out height);
Debug.Log(width + ":" + height + "path = " + filePath);
int max_s = width;
int min_s = height;
if (max_s >= 32 || min_s >= 32) {
bool is_jh = false;
if (max_s < height) {
is_jh = true;
min_s = width;
max_s = height;
}
int max_jj = size_r.Length - 1;
for (int j = 0; j < size_r.Length; j++) {
if (j==0 && max_s <= size_r[j]) {
max_jj = j;
break;
}
if (j!=size_r.Length && max_s < size_r[j+1] && max_s >= size_r[j]) {
max_jj = j;
break;
}
}
var name = Path.GetFileNameWithoutExtension (filePath);
string copy_path = Path.GetDirectoryName (filePath);
string new_path = temp_dir + name + ".png";
image_cls img_data = new image_cls(new_path, filePath);
change_list.Add(img_data);
if ((max_jj+1)>=size_r.Length || (max_s < (size_r[max_jj] * 1.35))) {
img_data.max_size = size_r[max_jj];
is_update = true;
int mb_s = size_r[max_jj];
float scale = (float)mb_s / max_s;
int s1 = (int)Math.Round(scale * min_s, MidpointRounding.AwayFromZero);
if (s1 % 4 != 0) {
// 最小变化法
if (s1 % 4 < 2) {
s1 = s1 - s1 % 4;
}
else {
s1 = s1 + 4 - s1 % 4;
}
min_s = (int)Math.Round(s1 / scale, MidpointRounding.AwayFromZero);
img_data.chg_size = true;
ChangeImage(new_path, filePath, min_s, max_s, is_jh, img_data);
}
}
else {
if (max_s % 4 != 0 && min_s % 4 == 0) {
if (max_s % 4 < 2) {
max_s = max_s - max_s % 4;
}
else {
max_s = max_s + 4 - max_s % 4;
}
img_data.chg_size = true;
ChangeImage(new_path, filePath, min_s, max_s, is_jh, img_data);
}
else if (max_s % 4 == 0 && min_s % 4 != 0) {
if (min_s % 4 < 2) {
min_s = min_s - min_s % 4;
}
else {
min_s = min_s + 4 - min_s % 4;
}
img_data.chg_size = true;
ChangeImage(new_path, filePath, min_s, max_s, is_jh, img_data);
}
else if (max_s % 4 != 0 && min_s % 4 != 0) {
if (min_s % 4 < 2) {
min_s = min_s - min_s % 4;
max_s = max_s - max_s % 4;
}
else {
min_s = min_s + 4 - min_s % 4;
max_s = max_s + 4 - max_s % 4;
}
img_data.chg_size = true;
ChangeImage(new_path, filePath, min_s, max_s, is_jh, img_data);
}
}
}
}
EditorUtility.ClearProgressBar();
EditorUtility.DisplayProgressBar("2.File Copy ", "2.File Copy ...", 0);
count = 0;
foreach (image_cls pp in change_list) {
count++;
EditorUtility.DisplayProgressBar("2.File Copy " + "(" + count + "/" + change_list.Count + ")", pp.old_path, count / (float)change_list.Count);
if (pp.is_have && pp.chg_size) {
System.IO.File.Copy(pp.new_path, pp.old_path, true);
AssetDatabase.ImportAsset(pp.old_path);
}
}
if (Directory.Exists (temp_dir)) {
Directory.Delete (temp_dir, true);
}
AssetDatabase.Refresh();
count = 0;
EditorUtility.DisplayProgressBar("3.Set Image ", "3.Set Image ..." , 0);
foreach (image_cls pp in change_list) {
count++;
EditorUtility.DisplayProgressBar("3.Set Image " + "(" + count + "/" + change_list.Count + ")" , pp.old_path, count / (float)change_list.Count);
if (pp.is_have && pp.max_size != null ) {
TextureImporter textureImporter = AssetImporter.GetAtPath(pp.old_path) as TextureImporter;
TextureImporterPlatformSettings platformSettings = textureImporter.GetDefaultPlatformTextureSettings();
platformSettings.maxTextureSize = pp.max_size;
textureImporter.SetPlatformTextureSettings(platformSettings);
AssetDatabase.ImportAsset(pp.old_path);
}
}
EditorUtility.ClearProgressBar();
}
}
static public System.Drawing.Image GetFile(string path)
{
FileStream stream = File.OpenRead(path);
int fileLength = 0;
fileLength = (int)stream.Length;
Byte[] image = new Byte[fileLength];
stream.Read(image, 0, fileLength);
System.Drawing.Image result = System.Drawing.Image.FromStream(stream);
stream.Close();
return result;
}
static public void ChangeImage(string new_path, string old_path, int min_s, int max_s, bool is_jh, image_cls img_cls)
{
System.Drawing.Image img = GetFile(old_path);
Size s;
if (is_jh) {
s = new Size(min_s, max_s);
}
else {
s = new Size(max_s, min_s);
}
try
{
Bitmap bit = new Bitmap(img, s);
SaveImage(bit, new_path, old_path);
// var palette = bit.Palette;
}
catch
{
img_cls.is_have = false;
Debug.LogError("old_path=" + old_path);
}
}
static public void SaveImage(Bitmap bit, string new_path, string old_path)
{
bit.Save(new_path);
bit.Dispose();
//Debug.Log("大小调整:" + old_path);
AssetDatabase.ImportAsset(new_path);
}
public static void GetTextureOriginalSize(TextureImporter ti, out int width, out int height)
{
if (ti == null)
{
width = 0;
height = 0;
return;
}
object[] args = new object[2] { 0, 0 };
MethodInfo mi = typeof(TextureImporter).GetMethod("GetWidthAndHeight", BindingFlags.NonPublic | BindingFlags.Instance);
mi.Invoke(ti, args);
width = (int)args[0];
height = (int)args[1];
}
}
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