UnityUV编辑与翻页动画实现
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发布时间: 2025-08-21 01:05:32 阅读量: 1 订阅数: 3 


Unity 2D游戏开发实战指南
### Unity UV编辑与翻页动画实现
在游戏开发中,UV(纹理坐标)编辑和动画实现是非常重要的环节。本文将详细介绍如何在Unity中实现UV编辑工具以及翻页动画效果。
#### 1. UV编辑器基础
在Unity编辑器中,我们可以使用`EditorGUILayout.ObjectField`方法创建一个对象字段输入框,让用户能够在项目面板中选择一个图集纹理。以下是相关代码示例:
```csharp
using UnityEngine;
using UnityEditor;
using System.Collections;
public class UVEdit : EditorWindow
{
//Reference to atlas data game object
public GameObject AtlasDataObject = null;
//Reference to atlas data
public AtlasData AtlasDataComponent = null;
//Popup Index
public int PopupIndex = 0;
[MenuItem ("Window/Atlas UV Editor")]
static void Init ()
{
//Show window
GetWindow (typeof(UVEdit),false,"Texture Atlas", true);
}
void OnGUI ()
{
//Draw Atlas Object Selector
GUILayout.Label ("Atlas Generation", EditorStyles.boldLabel);
AtlasDataObject = (GameObject) EditorGUILayout.ObjectField("Atlas Object", AtlasDataObject,
typeof (GameObject), true);
//If no valid atlas object selected, then cancel
if(AtlasDataObject == null)
return;
//Get atlas data component attached to selected prefab
AtlasDataComponent = AtlasDataObject.GetComponent<AtlasData>();
//If no valid data object, then cancel
if(!AtlasDataComponent)
return;
//Show popup selector for valid textures
PopupIndex = EditorGUILayout.Popup(PopupIndex, AtlasDataComponent.TextureNames);
//When clicked, set UVs on selected objects
if(GUILayout.Button("Select Sprite From Atlas"))
{
}
}
}
```
上述代码中,`AtlasDataObject`用于存储用户选择的图集对象,`AtlasDataComponent`用于获取该对象上的`AtlasData`组件。`PopupIndex`则用于记录用户在下拉列表中选择的纹理索引。
#### 2. 纹理选择与模式切换
为了让用户能够更灵活地选择纹理,我们可以添加一个下拉列表,让用户在“按精灵选择”和“按UV手动设置”两种模式之间切换。以下是改进后的代码:
```csharp
using UnityEngine;
using UnityEditor;
public class UVEdit : EditorWindow
{
//Reference to atlas data game object
public GameObject AtlasDataObject = null;
//Reference to atlas data
public AtlasData AtlasDataComponent = null;
//Popup Index
public int PopupIndex = 0;
//Popup strings for sprite selection mode: sprites or custom (sprites = select sprites from atlas,
custom = manually set UVs)
public string[] Modes = {"Select By Sprites", "Select By UVs"};
//Sprite Select Index - selection in the drop down box
public int ModeIndex = 0;
//Rect for manually setting UVs in Custom mode
public Rect CustomRect = new Rect(0,0,0,0);
[MenuItem ("Window/Atlas Texture Editor")]
static void Init ()
{
//Show window
GetWindow (typeof(UVEdit),false,"Texture Atlas", true);
}
void OnGUI ()
{
//Draw Atlas Object Selector
GUILayout.Label ("Atlas Generation", EditorStyles.boldLabel);
AtlasDataObject = (GameObject) EditorGUILayout.ObjectField("Atlas Object", AtlasDataObject,
typeof (GameObject), true);
//If no valid atlas object selected, then cancel
if(AtlasDataObject == null)
return;
//Get atlas data component attached to selected prefab
AtlasDataComponent = AtlasDataObject.GetComponent<AtlasData>();
//If no valid data object, then cancel
if(!AtlasDataComponent)
return;
//Choose sprite selection mode: sprites or UVs
ModeIndex = EditorGUILayout.Popup(ModeIndex, Modes);
//If selecting by sprites
if(ModeIndex != 1)
{
//Show popup selector for valid textures
PopupIndex = EditorGUILayout.Popup(PopupIndex, AtlasDataComponent.TextureNames);
//When clicked, set UVs on selected objects
if(GUILayout.Button("Select Sprite From Atlas"))
{
}
}
else
{
//Selecting manually
GUILayout.Label ("X");
CustomRect.x = EditorGUILayout.FloatField(CustomRect.x);
GUILayout.Label ("Y");
CustomRect.y = EditorGUILayout.FloatField(CustomRect.y);
GUILayout.Label ("Width");
CustomRect.width = EditorGUILayout.FloatField(CustomRect.width);
GUILayout.Label ("Height");
CustomRect.height = EditorGUILayout.FloatField(CustomRect.height);
//When clicked, set UVs on selected objects
if(GUILayout.Button("Select Sprite From Atlas"))
{
}
}
}
}
```
在这个代码中,我们添加了`Modes`数组和`ModeIndex`变量,用于实现模式切换。当用户选择“按UV手动设置”模式时,会显示四个输入框,让用户手动输入UV值。
#### 3. 编辑网格UV
接下来,我们需要实现一个函数来更新所选网格对象的UV值。以下是`UpdateUVs`函数的代码:
```csharp
//Function to update UVs of selected mesh object
void UpdateUVs(GameObject MeshOject, Rect AtlasUVs, bool Reset = false)
{
//Get Mesh Filter Component
MeshFilter MFilter = MeshOject.GetComponent<MeshFilter>();
Mesh MeshObject = MFilter.sharedMesh;
//Vertices
Vector3[] Vertices = MeshObject.vertices;
Vector2[] UVs = new Vector2[Vertices.Length];
//Bottom-left
UVs[0].x=(Reset) ? 0.0f : AtlasUVs.x;
UVs[0].y=(Reset) ? 0.0f : AtlasUVs.y;
//Bottom-right
UVs[1].x=(Reset) ? 1.0f : AtlasUVs.x+AtlasUVs.width;
UVs[1].y=(Reset) ? 0.0f : AtlasUVs.y;
//Top-left
UVs[2].x=(Reset) ? 0.0f : AtlasUVs.x;
UVs[2].y=(Reset) ? 1.0f : AtlasUVs.y+AtlasUVs.height;
//Top-right
UVs[3].x=(Reset) ? 1.0f : AtlasUVs.x+AtlasUVs.width;
UVs[3].y=(Reset) ? 1.0f : AtlasUVs.y+AtlasUVs.height;
MeshObject.uv = UVs;
MeshObject.vertices = Vertices;
AssetDatabase.Refresh();
AssetDatabase.SaveAssets();
}
```
该函数接受一个网格对象、一个`Rect`类型的UV值和一个布尔值`Reset`作为参数。根据`Reset`的值,函数会将UV值重置为默认值或使用传入的`AtlasUVs`值。
#### 4. 完整的UV编辑器
将上述功能整合起来,我们可以得到一个完整的UV编辑器。以下是完整的代码:
```csharp
using UnityEngine;
using UnityEditor;
public class UVEdit : EditorWindow
{
//Reference to atlas data game object
public GameObject AtlasDataObject = null;
//Reference to atlas data
public AtlasData AtlasDataComponent = null;
//Popup Index
public int PopupIndex = 0;
//Popup strings for sprite selection mode: sprites
```
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