【Unity编辑器扩展】(三)PSD转UGUI Prefab, 一键拼UI解放美术/程序(完结)

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解放UI程序/美术? psd文件一键转ui prefab 支持所有ui类型 支持textmeshpro

psd一键转ugui prefab工具 设计原理和详细使用方法

工具效果:

第一步,把psd图层转换为可编辑的节点树,并自动解析UI类型、自动绑定UI子元素:

【Unity编辑器扩展】(三)PSD转UGUI Prefab, 一键拼UI解放美术/程序(完结),Unity,Unity游戏框架,ui,psd转ugui,自动拼UI

 第二步, 点击“生成UIForm"按钮生成UI预制体 (若有UI类型遗漏可在下拉菜单手动点选UI类型):

【Unity编辑器扩展】(三)PSD转UGUI Prefab, 一键拼UI解放美术/程序(完结),Unity,Unity游戏框架,ui,psd转ugui,自动拼UI

 验证一键生成UI效果:

【Unity编辑器扩展】(三)PSD转UGUI Prefab, 一键拼UI解放美术/程序(完结),Unity,Unity游戏框架,ui,psd转ugui,自动拼UI

书接上回:【Unity编辑器扩展】(二)PSD转UGUI Prefab, 图层解析和碎图导出_psd导入unity_TopGames的博客-CSDN博客

先上总结:

工具包含的功能:

1. 支持UGUI和TextMeshProGUI并新增FillColor(纯色)共16种UI类型:

Button、TMP Button、 Dropdown、TMP Dropdown、FillColor、Image、InputField、TMP InputField、Mask、RawImage、Scroll View、Slider、Text、TMP Text、Toggle、TMP Toggle。

2. 支持自定义UI类型匹配词,支持扩展自定义解析器Helper,易扩展。

3. 支持批量导出图片和单独导出某个图层图片,美术仅提供psd,无需切图。

4. 支持自动同步UI元素位置和文本字体、字号、行列间距、字体颜色。解放繁琐的手动调节流程。

5. 自动根据UI类型导出图片为Sprite、Texture2D类型,并支持选择导出后是否压缩图片,若UI需要9宫拉伸自动对Sprite设置9宫边界。

6. 支持编辑(手动调节层级或UI类型),如果UI设计师有遗漏标记类型,程序可手动点选类型,类型刷新后工具自动绑定UI元素。

7. 支持编辑阶段预览psd图层、组。

8. 支持任意UI类型嵌套组合,psd图层层级导出为UI预制体后保持一致。

Aspose.PSD库虽然很强大,但它毕竟是脱离PS的独立解析库,对于PS的有些功能支持并不完善,比如图层特效(如描边、浮雕、阴影等),把单个图层转换为图片图层的特效会丢失。对于文本图层,转换为图片后会有字体样式改变的问题。比如PS文本用的是宋体字体,转换为图片后变成了默认的雅黑字体。

好在Aspose.PSD支持半个PS智能对象,为什么说是半个,因为Aspose.PSD完美支持PS智能对象图层,但是,通过Aspose.PSD把带有特效的PS图层转换为智能对象后会丢失图层特效。

为了解决这一问题,不得不对之前的设计做出让步,写一个自动转换图层为智能对象的PS脚本,以避免设计师手动转换会有遗漏。UI设计师交付psd前通过脚本自动把所有文本图层和带有特效的图层转换为智能对象。这样才能绕过Aspose.PSD导出图片丢失图层特效的问题。

尽管有了使用PS脚本这个小瑕疵,但相比让UI设计师单独切图并手动标识各个切图位置大小、字体字号颜色等,他们仍然觉得这是一个巨大的解放。同样,对于技术来说,也节省大量时间。即使设计师遗漏了UI类型标记,也可以通过下拉框选择图层的UI类型,仅需简单标记类型就可以一键生成UI预制体。

Aspose.PSD仍在每月一个版本更新迭代,期待功能完善,摆脱所有瑕疵。

PSD转UGUI功能/工作流及原理:

 一、PSD规范要求(UI设计师)

【Unity编辑器扩展】(三)PSD转UGUI Prefab, 一键拼UI解放美术/程序(完结),Unity,Unity游戏框架,ui,psd转ugui,自动拼UI

由于UI大多属于复合型UI(如上图),即由多种UI元素类型组合而成。例如,Dropdown(下拉菜单),主要由下拉框+下拉列表+下拉列表Item三个主体组成,而三个主体又是由其他多个UI元素组成。

UI是由一个或多个UI元素构成,因此多个元素之间必须有父子节点的关系。而PS图层中没有这种关系,只能通过组(Group)把多个图层包起来,而组本身是一个空图层。

例如一个Button,通常包含一个背景图和一个按钮文本。图层结构如下:

【Unity编辑器扩展】(三)PSD转UGUI Prefab, 一键拼UI解放美术/程序(完结),Unity,Unity游戏框架,ui,psd转ugui,自动拼UI

实际上UI设计师原本也是需要用组来管理图层和切图的,这一规范并不是问题。主要是UI类型标记,通过对图层命名以".类型",工具通过对图层类型的识别以及每种UI有单独的解析Helper,最大程度上智能判定识别UI元素类型,对于无迹可寻的元素仍然需要设计师手动标记UI类型。

例如Button解析器(ButtonHelper), 会依次按类型查找图层, 可以最大化放宽对图层标记类型:

buttonBackground = LayerNode.FindSubLayerNode(GUIType.Background, GUIType.Image, GUIType.RawImage);
buttonText = LayerNode.FindSubLayerNode(GUIType.Button_Text, GUIType.Text, GUIType.TMPText);

二、解析规则配置

【Unity编辑器扩展】(三)PSD转UGUI Prefab, 一键拼UI解放美术/程序(完结),Unity,Unity游戏框架,ui,psd转ugui,自动拼UI

 支持配置文本图层和非文本图层的默认类型,例如文本图层默认识别为Text或TextMeshProGUI类型,普通图层默认识别为Image或RawImage类型。

UI Type: 主UI类型和子UI类型。支持的类型如下:

【Unity编辑器扩展】(三)PSD转UGUI Prefab, 一键拼UI解放美术/程序(完结),Unity,Unity游戏框架,ui,psd转ugui,自动拼UI

 UIPrefab: UI模板预制体。

TypeMatches:UI类型匹配名, 例如Button的匹配项有.bt,.btn,.button。图层名以这些字符结尾就会被识别为Button。

UIHelper: UI的解析逻辑。不同的UI通过重写解析方法对UI元素和对应PS图层进行绑定,以及生成最终的UI GameObject。

Comment:注释说明,用于一键导出说明文档给UI设计师参考。

总的来说,规则配置文件是为了更灵活宽松,可以自由自定义多个UI类型的别名。

以下是一键导出的文档内容:

使用说明:

单元素UI:即单个图层的UI,如Image、Text、单图Button,可以直接在图层命名结尾加上".类型"来标记UI类型。
如"A.btn"表示按钮。

多元素UI: 对于多个图片组成的复合型UI,可以通过使用"组"包裹多个UI元素。在“组”命名结尾加上".类型"来标记UI类型。
组里的图层命名后夹".类型"来标记为UI子元素类型。

各种UI类型支持任意组合:如一个组类型标记为Button,组内包含一个按钮背景图层,一个艺术字图层(非文本图层),就可以组成一个按钮内带有艺术字图片的按钮。

UI类型标识: 图层/组命名以'.类型'结尾

UI类型标识列表:

Image: UI图片, Sprite精灵图,支持九宫拉伸

类型标识: .img, .image,

RawImage: Texture贴图, 不支持九宫拉伸

类型标识: .rimg, .tex, .rawimg, .rawimage,

Text: UGUI普通Text文本

类型标识: .txt, .text, .label,

TMPText: Text Mesh Pro, 加强版文本类型. 通常无需标注此类型,使用Text类型即可

类型标识: .tmptxt, .tmptext, .tmplabel,

Mask: 遮罩图,根据遮罩图alpha对可使区域混合

类型标识: .msk, .mask,

FillColor: 纯色直角矩形图,例如直角矩形纯色图层可以在Unity中设置颜色实现,无需导出纯色图片

类型标识: .col, .color, .fillcolor,

Background: 背景图,  如Button背景,Toggle背景、InputField背景、ScrollView等

类型标识: .bg, .background, .panel,

Button: 按钮, 通常包含按钮背景图、按钮文本

类型标识: .bt, .btn, .button,

TMPButton: 按钮(Text Mesh Pro)

类型标识: .tmpbt, .tmpbtn, .tmpbutton,

Button_Highlight: 按钮高亮时显示的按钮图片(当按钮为多种状态图切换时)

类型标识: .onover, .light, .highlight,

Button_Press: 按住按钮时显示的图片(当按钮为多种状态图切换时)

类型标识: .press, .click, .touch,

Button_Select: 选中按钮时显示的图片(当按钮为多种状态图切换时)

类型标识: .select, .focus,

Button_Disable: 禁用按钮时显示的图片(当按钮为多种状态图切换时)

类型标识: .disable, .forbid,

Button_Text: 按钮文本,必须是文本图层. 如果是艺术字图片可以标记为Image

类型标识: .bttxt, .btlb, .bttext, .btlabel, .buttontext, .buttonlabel,

Dropdown: 下拉菜单, 由下拉框、下拉列表(ScrollVIew)、Toggle类型的item组成

类型标识: .dpd, .dropdown,

TMPDropdown: 按钮(Text Mesh Pro)

类型标识: .tmpdpd, .tmpdropdown,

Dropdown_Label: 下拉框上显示的文本

类型标识: .dpdlb, .dpdlabel, .dpdtxt, .dpdtext, .dropdowntext, .dropdownlabel, .dropdowntxt, .dropdownlb,

Dropdown_Arrow: 下拉框箭头图标

类型标识: .dpdicon, .dpdarrow, .arrow, .dropdownarrow,

InputField: 文本输入框,通常由输入框背景图、提示文本、输入文本组成

类型标识: .ipt, .input, .inputbox, .inputfield,

TMPInputField: 文本输入框(Text Mesh Pro)

类型标识: .tmpipt, .tmpinput, .tmpinputbox, .tmpinputfield,

InputField_Placeholder: 输入框内的提示文本

类型标识: .placeholder, .ipttips, .tips, .inputtips,

InputField_Text: 输入框输入的文本(样式)

类型标识: .ipttxt, .ipttext, .iptlb, .iptlabel, .inputtext, .inputlabel,

Toggle: 单选框/复选框

类型标识: .tg, .toggle, .checkbox,

TMPToggle: 勾选框/单选框/复选框(Text Mesh Pro)

类型标识: .tmptg, .tmptoggle, .tmpcheckbox,

Toggle_Checkmark: 勾选框,勾选状态图标

类型标识: .mark, .tgmark, .togglemark,

Toggle_Label: 勾选框文本

类型标识: .tglb, .tgtxt, .toggletext, .togglelabel,

Slider: 滑动条/进度条,通常由背景图和填充条组成

类型标识: .sld, .slider,

Slider_Fill: 滑动条/进度条的填充条

类型标识: .fill, .sldfill, .sliderfill,

Slider_Handle: 滑动条的拖动滑块

类型标识: .handle, .sldhandle, .sliderhandle,

ScrollView: 滚动列表,通常由背景图、垂直/水平滚条背景图以及垂直/水平滚动条组成

类型标识: .sv, .scrollview, .lst, .listview,

ScrollView_Viewport: 滚动列表的视口遮罩图

类型标识: .vpt, .viewport, .svmask, .lstmask, .listviewport, .scrollviewport,

ScrollView_HorizontalBarBG: 滚动列表的水平滑动条背景图

类型标识: .hbarbg, .hbarbackground, .hbarpanel,

ScrollView_HorizontalBar: 滚动列表的水平滑动条

类型标识: .hbar, .svhbar, .lsthbar,

ScrollView_VerticalBarBG: 滚动列表的垂直滑动条背景图

类型标识: .vbarbg, .vbarbackground, .vbarpanel,

ScrollView_VerticalBar: 滚动列表的垂直滑动条

类型标识: .vbar, .svvbar, .lstvbar,

 UGUI Parser代码:

#if UNITY_EDITOR
using Aspose.PSD.FileFormats.Psd.Layers.FillLayers;
using System;
using System.IO;
using System.Linq;
using System.Text;
using TMPro;
using UnityEditor;
using UnityEngine;

namespace UGF.EditorTools.Psd2UGUI
{
    public enum GUIType
    {
        Null = 0,
        Image,
        RawImage,
        Text,
        Button,
        Dropdown,
        InputField,
        Toggle,
        Slider,
        ScrollView,
        Mask,
        FillColor, //纯色填充
        TMPText,
        TMPButton,
        TMPDropdown,
        TMPInputField,
        TMPToggle,

        //UI的子类型, 以101开始。 0-100预留给UI类型, 新类型从尾部追加
        Background = 101, //通用背景

        //Button的子类型
        Button_Highlight,
        Button_Press,
        Button_Select,
        Button_Disable,
        Button_Text,

        //Dropdown/TMPDropdown的子类型
        Dropdown_Label,
        Dropdown_Arrow,

        //InputField/TMPInputField的子类型
        InputField_Placeholder,
        InputField_Text,

        //Toggle的子类型
        Toggle_Checkmark,
        Toggle_Label,

        //Slider的子类型
        Slider_Fill,
        Slider_Handle,

        //ScrollView的子类型
        ScrollView_Viewport, //列表可视区域的遮罩图
        ScrollView_HorizontalBarBG, //水平滑动栏背景
        ScrollView_HorizontalBar,//水平滑块
        ScrollView_VerticalBarBG, //垂直滑动栏背景
        ScrollView_VerticalBar, //垂直滑动块
    }
    [Serializable]
    public class UGUIParseRule
    {
        public GUIType UIType;
        public string[] TypeMatches; //类型匹配标识
        public GameObject UIPrefab; //UI模板
        public string UIHelper; //UIHelper类型全名
        public string Comment;//注释
    }
    [CustomEditor(typeof(UGUIParser))]
    public class UGUIParserEditor : Editor
    {
        private SerializedProperty readmeProperty;

        private void OnEnable()
        {
            readmeProperty = serializedObject.FindProperty("readmeDoc");
        }
        public override void OnInspectorGUI()
        {
            serializedObject.Update();
            if (GUILayout.Button("导出使用文档"))
            {
                (target as UGUIParser).ExportReadmeDoc();
            }
            EditorGUILayout.LabelField("使用说明:");
            readmeProperty.stringValue = EditorGUILayout.TextArea(readmeProperty.stringValue, GUILayout.Height(100));
            serializedObject.ApplyModifiedProperties();
            base.OnInspectorGUI();
        }
    }
    [CreateAssetMenu(fileName = "Psd2UIFormConfig", menuName = "ScriptableObject/Psd2UIForm Config【Psd2UIForm工具配置】")]
    public class UGUIParser : ScriptableObject
    {
        public const int UITYPE_MAX = 100;
        [SerializeField] GUIType defaultTextType = GUIType.Text;
        [SerializeField] GUIType defaultImageType = GUIType.Image;
        [SerializeField] GameObject uiFormTemplate;
        [SerializeField] UGUIParseRule[] rules;
        [HideInInspector][SerializeField] string readmeDoc = "使用说明";

        public GUIType DefaultText => defaultTextType;
        public GUIType DefaultImage => defaultImageType;
        public GameObject UIFormTemplate => uiFormTemplate;
        private static UGUIParser mInstance = null;
        public static UGUIParser Instance
        {
            get
            {
                if (mInstance == null)
                {
                    var guid = AssetDatabase.FindAssets("t:UGUIParser").FirstOrDefault();
                    mInstance = AssetDatabase.LoadAssetAtPath<UGUIParser>(AssetDatabase.GUIDToAssetPath(guid));
                }
                return mInstance;
            }
        }
        public static bool IsMainUIType(GUIType tp)
        {
            return (int)tp <= UITYPE_MAX;
        }
        public Type GetHelperType(GUIType uiType)
        {
            if (uiType == GUIType.Null) return null;
            var rule = GetRule(uiType);
            if (rule == null || string.IsNullOrWhiteSpace(rule.UIHelper)) return null;

            return Type.GetType(rule.UIHelper);
        }
        public UGUIParseRule GetRule(GUIType uiType)
        {
            foreach (var rule in rules)
            {
                if (rule.UIType == uiType) return rule;
            }
            return null;
        }
        /// <summary>
        /// 根据图层命名解析UI类型
        /// </summary>
        /// <param name="layer"></param>
        /// <param name="comType"></param>
        /// <returns></returns>
        public bool TryParse(PsdLayerNode layer, out UGUIParseRule result)
        {
            result = null;
            var layerName = layer.BindPsdLayer.Name;
            if (Path.HasExtension(layerName))
            {
                var tpTag = Path.GetExtension(layerName).Substring(1).ToLower();
                foreach (var rule in rules)
                {
                    foreach (var item in rule.TypeMatches)
                    {
                        if (tpTag.CompareTo(item.ToLower()) == 0)
                        {
                            result = rule;
                            return true;
                        }
                    }
                }
            }

            switch (layer.LayerType)
            {
                case PsdLayerType.TextLayer:
                    result = rules.First(itm => itm.UIType == defaultTextType);
                    break;
                case PsdLayerType.LayerGroup:
                    result = rules.First(itm => itm.UIType == GUIType.Null);
                    break;
                default:
                    result = rules.First(itm => itm.UIType == defaultImageType);
                    break;
            }
            return result != null;
        }

        /// <summary>
        /// 根据图层大小和位置设置UI节点大小和位置
        /// </summary>
        /// <param name="layerNode"></param>
        /// <param name="uiNode"></param>
        /// <param name="pos">是否设置位置</param>
        public static void SetRectTransform(PsdLayerNode layerNode, UnityEngine.Component uiNode, bool pos = true, bool width = true, bool height = true, int extSize = 0)
        {
            if (uiNode != null && layerNode != null)
            {
                var rect = layerNode.LayerRect;
                var rectTransform = uiNode.GetComponent<RectTransform>();
                if (width) rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, rect.size.x + extSize);
                if (height) rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, rect.size.y + extSize);
                if (pos)
                {
                    rectTransform.position = rect.position + rectTransform.rect.size * (rectTransform.pivot - Vector2.one * 0.5f)*0.01f;
                }
            }
        }

        /// <summary>
        /// 把LayerNode图片保存到本地并返回
        /// </summary>
        /// <param name="layerNode"></param>
        /// <returns></returns>
        public static Texture2D LayerNode2Texture(PsdLayerNode layerNode)
        {
            if (layerNode != null)
            {
                var spAssetName = layerNode.ExportImageAsset(false);
                var texture = AssetDatabase.LoadAssetAtPath<Texture2D>(spAssetName);
                return texture;
            }
            return null;
        }
        /// <summary>
        /// 把LayerNode图片保存到本地并返回
        /// </summary>
        /// <param name="layerNode"></param>
        /// <param name="auto9Slice">若没有设置Sprite的九宫,是否自动计算并设置九宫</param>
        /// <returns></returns>
        public static Sprite LayerNode2Sprite(PsdLayerNode layerNode, bool auto9Slice = false)
        {
            if (layerNode != null)
            {
                var spAssetName = layerNode.ExportImageAsset(true);
                var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(spAssetName);
                if (sprite != null)
                {
                    if (auto9Slice)
                    {
                        var spImpt = AssetImporter.GetAtPath(spAssetName) as TextureImporter;
                        var rawReadable = spImpt.isReadable;
                        if (!rawReadable)
                        {
                            spImpt.isReadable = true;
                            spImpt.SaveAndReimport();
                        }
                        if (spImpt.spriteBorder == Vector4.zero)
                        {
                            spImpt.spriteBorder = CalculateTexture9SliceBorder(sprite.texture, layerNode.BindPsdLayer.Opacity);
                            spImpt.isReadable = rawReadable;
                            spImpt.SaveAndReimport();
                        }
                    }
                    return sprite;
                }
            }
            return null;
        }
        /// <summary>
        /// 自动计算贴图的 9宫 Border
        /// </summary>
        /// <param name="texture"></param>
        /// <param name="alphaThreshold">0-255</param>
        /// <returns></returns>
        public static Vector4 CalculateTexture9SliceBorder(Texture2D texture, byte alphaThreshold = 3)
        {
            int width = texture.width;
            int height = texture.height;

            Color32[] pixels = texture.GetPixels32();
            int minX = width;
            int minY = height;
            int maxX = 0;
            int maxY = 0;

            // 寻找不透明像素的最小和最大边界
            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    int pixelIndex = y * width + x;
                    Color32 pixel = pixels[pixelIndex];

                    if (pixel.a >= alphaThreshold)
                    {
                        minX = Mathf.Min(minX, x);
                        minY = Mathf.Min(minY, y);
                        maxX = Mathf.Max(maxX, x);
                        maxY = Mathf.Max(maxY, y);
                    }
                }
            }

            // 计算最优的borderSize
            int borderSizeX = (maxX - minX) / 3;
            int borderSizeY = (maxY - minY) / 3;
            int borderSize = Mathf.Min(borderSizeX, borderSizeY);

            // 根据边界和Border Size计算Nine Slice Border
            int left = minX + borderSize;
            int right = maxX - borderSize;
            int top = minY + borderSize;
            int bottom = maxY - borderSize;

            // 确保边界在纹理范围内
            left = Mathf.Clamp(left, 0, width - 1);
            right = Mathf.Clamp(right, 0, width - 1);
            top = Mathf.Clamp(top, 0, height - 1);
            bottom = Mathf.Clamp(bottom, 0, height - 1);

            return new Vector4(left, top, width - right, height - bottom);
        }

        /// <summary>
        /// 把PS的字体样式同步设置到UGUI Text
        /// </summary>
        /// <param name="txtLayer"></param>
        /// <param name="text"></param>
        public static void SetTextStyle(PsdLayerNode txtLayer, UnityEngine.UI.Text text)
        {
            if (text == null) return;
            text.gameObject.SetActive(txtLayer != null);
            if (txtLayer != null && txtLayer.ParseTextLayerInfo(out var str, out var size, out var charSpace, out float lineSpace, out var col, out var style, out var tmpStyle, out var fName))
            {
                var tFont = FindFontAsset(fName);
                if (tFont != null) text.font = tFont;
                text.text = str;
                text.fontSize = size;
                text.fontStyle = style;
                text.color = col;
                text.lineSpacing = lineSpace;
            }
        }
        /// <summary>
        /// 把PS的字体样式同步设置到TextMeshProUGUI
        /// </summary>
        /// <param name="txtLayer"></param>
        /// <param name="text"></param>
        public static void SetTextStyle(PsdLayerNode txtLayer, TextMeshProUGUI text)
        {
            if (txtLayer != null && txtLayer.ParseTextLayerInfo(out var str, out var size, out var charSpace, out float lineSpace, out var col, out var style, out var tmpStyle, out var fName))
            {
                var tFont = FindTMPFontAsset(fName);
                if (tFont != null) text.font = tFont;
                text.text = str;
                text.fontSize = size;
                text.fontStyle = tmpStyle;
                text.color = col;
                text.characterSpacing = charSpace;
                text.lineSpacing = lineSpace;
            }
        }
        /// <summary>
        /// 根据字体名查找TMP_FontAsset
        /// </summary>
        /// <param name="fontName"></param>
        /// <returns></returns>
        public static TMP_FontAsset FindTMPFontAsset(string fontName)
        {
            var fontGuids = AssetDatabase.FindAssets("t:TMP_FontAsset");
            foreach (var guid in fontGuids)
            {
                var fontPath = AssetDatabase.GUIDToAssetPath(guid);
                var font = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(fontPath);
                if (font != null && font.faceInfo.familyName == fontName)
                {
                    return font;
                }
            }
            return null;
        }
        /// <summary>
        /// 根据字体名查找Font Asset
        /// </summary>
        /// <param name="fontName"></param>
        /// <returns></returns>
        public static UnityEngine.Font FindFontAsset(string fontName)
        {
            var fontGuids = AssetDatabase.FindAssets("t:font");
            foreach (var guid in fontGuids)
            {
                var fontPath = AssetDatabase.GUIDToAssetPath(guid);
                var font = AssetImporter.GetAtPath(fontPath) as TrueTypeFontImporter;
                if (font != null && font.fontTTFName == fontName)
                {
                    return AssetDatabase.LoadAssetAtPath<UnityEngine.Font>(fontPath);
                }
            }
            return null;
        }

        internal static UnityEngine.Color LayerNode2Color(PsdLayerNode fillColor, Color defaultColor)
        {
            if (fillColor != null && fillColor.BindPsdLayer is FillLayer fillLayer)
            {
                var layerColor = fillLayer.GetPixel(fillLayer.Width / 2, fillLayer.Height / 2);
                return new UnityEngine.Color(layerColor.R, layerColor.G, layerColor.B, fillLayer.Opacity) / (float)255;
            }
            return defaultColor;
        }
        /// <summary>
        /// 导出UI设计师使用规则文档
        /// </summary>
        /// <exception cref="NotImplementedException"></exception>
        internal void ExportReadmeDoc()
        {
            var exportDir = EditorUtility.SaveFolderPanel("选择文档导出路径", Application.dataPath, null);
            if (string.IsNullOrWhiteSpace(exportDir) || !Directory.Exists(exportDir))
            {
                return;
            }

            var docFile = UtilityBuiltin.ResPath.GetCombinePath(exportDir, "Psd2UGUI设计师使用文档.doc");
            var strBuilder = new StringBuilder();
            strBuilder.AppendLine("使用说明:");
            strBuilder.AppendLine(this.readmeDoc);
            strBuilder.AppendLine(Environment.NewLine + Environment.NewLine);
            strBuilder.AppendLine("UI类型标识: 图层/组命名以'.类型'结尾");
            strBuilder.AppendLine("UI类型标识列表:");

            foreach (var rule in rules)
            {
                if (rule.UIType == GUIType.Null) continue;

                strBuilder.AppendLine($"{rule.UIType}: {rule.Comment}");
                strBuilder.Append("类型标识: ");
                foreach (var tag in rule.TypeMatches)
                {
                    strBuilder.Append($".{tag}, ");
                }
                strBuilder.AppendLine();
                strBuilder.AppendLine();
            }

            try
            {
                File.WriteAllText(docFile, strBuilder.ToString(), System.Text.Encoding.UTF8);
                EditorUtility.RevealInFinder(docFile);
            }
            catch (Exception e)
            {
                Debug.LogException(e);
            }

        }
    }
}
#endif

 三、PS脚本编写,一键转换特效图层/文本图层为智能对象

为了辅助UI设计师,避免手动转换智能对象会有遗漏,设计师交付PSD文件前需要执行自动化脚本,把特效图层/字体转为智能对象,这样即使不同设备字库丢失也能保持字体原本样式。PS脚本是用js语言编写,没有代码提示是最大的障碍。好在没有复杂逻辑,只是遍历当前打开的psd文档图层,判断图层是否带有特效或是否为文本图层,把符合条件的图层转换为智能对象:

// 判断图层是否包含特效
function hasLayerEffect(layer) {
    app.activeDocument.activeLayer = layer;
	var hasEffect = false;
	try {
		var ref = new ActionReference();
		var keyLayerEffects = app.charIDToTypeID( 'Lefx' );
		ref.putProperty( app.charIDToTypeID( 'Prpr' ), keyLayerEffects );
		ref.putEnumerated( app.charIDToTypeID( 'Lyr ' ), app.charIDToTypeID( 'Ordn' ), app.charIDToTypeID( 'Trgt' ) );
		var desc = executeActionGet( ref );
		if ( desc.hasKey( keyLayerEffects ) ) {
			hasEffect = true;
		}
	}catch(e) {
		hasEffect = false;
	}
	return hasEffect;
}

function convertLayersToSmartObjects(layers) 
{
    for (var i = layers.length - 1; i >= 0; i--) 
    {
        var layer = layers[i];
        if (layer.typename === "LayerSet")
        {
               convertLayersToSmartObjects(layer.layers); // Recursively convert layers in layer sets
        } 
        else
        {
             if (hasLayerEffect(layer)){
                if(layer.kind === LayerKind.TEXT)convertToSmartObject(layer); // Convert layers with layer effects to smart objects
                else layer.rasterize(RasterizeType.SHAPE);
             }
        }
    }
}
// 把图层转换为智能对象,功能等同右键图层->转为智能对象
function convertToSmartObject(layer) {
    app.activeDocument.activeLayer = layer;
    // 创建一个新的智能对象
    var idnewPlacedLayer = stringIDToTypeID("newPlacedLayer");
    executeAction(idnewPlacedLayer, undefined, DialogModes.NO);
    
}
// 导出处理后的PSD文件
function exportPSD() {
  var doc = app.activeDocument;
  var savePath = Folder.selectDialog("选择psd导出路径");
  if (savePath != null) {
    var saveOptions = new PhotoshopSaveOptions();
    saveOptions.embedColorProfile = true;
    saveOptions.alphaChannels = true;

    var saveFile = new File(savePath + "/" + doc.name);
    doc.saveAs(saveFile, saveOptions, true, Extension.LOWERCASE);
    alert("PSD已成功导出!");
  }
}
function convertAndExport(){
    convertLayersToSmartObjects (app.activeDocument.layers);
    //exportPSD();
}
app.activeDocument.suspendHistory("Convert2SmartObject", "convertAndExport();");
//~ convertLayersToSmartObjects (app.activeDocument.layers);

四、Psd转UGUI编辑器

【Unity编辑器扩展】(三)PSD转UGUI Prefab, 一键拼UI解放美术/程序(完结),Unity,Unity游戏框架,ui,psd转ugui,自动拼UI

1. Unity中右键PSD文件把PS图层转换成节点,每个节点绑定一个对应图层。

2. 解析UI设计师为UI标记的类型,自动标识图层是否需要导出,自动绑定UI子元素。

3. 查漏补缺,对于没有标记类型并且没有正确识别绑定的UI元素进行手动选择类型。

【Unity编辑器扩展】(三)PSD转UGUI Prefab, 一键拼UI解放美术/程序(完结),Unity,Unity游戏框架,ui,psd转ugui,自动拼UI

 编辑器根节点提供各项持久化保存设置,并且支持自动压缩图片。压缩方法可参考之前写过的压缩工具:【Unity编辑器扩展】包体优化神器,图片压缩,批量生成图集/图集变体,动画压缩_unity 图片压缩_TopGames的博客-CSDN博客

4. 解析psd图层:重新解析psd为节点树状图。

5. 导出Images:把编辑器下勾选的图层节点导出为图片资源。

6. 生成UIForm:把当前的节点树解析生成为UI界面预制体。

Psd2UIForm编辑器代码:

#if UNITY_EDITOR
using Aspose.PSD.FileFormats.Psd;
using Aspose.PSD.FileFormats.Psd.Layers;
using Aspose.PSD.FileFormats.Psd.Layers.SmartObjects;
using Aspose.PSD.ImageLoadOptions;
using GameFramework;
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityGameFramework.Runtime;

namespace UGF.EditorTools.Psd2UGUI
{
    #region Crack
    [HarmonyPatch(typeof(System.Xml.XmlElement), nameof(System.Xml.XmlElement.InnerText), MethodType.Getter)]
    class CrackAspose
    {
        static void Postfix(ref string __result)
        {
            if (__result == "20220516")
            {
                __result = "20500516";
            }
            //else if (__result == "20210827")
            //{
            //    __result = "20250827";
            //}
        }
    }
    #endregion
    [CustomEditor(typeof(Psd2UIFormConverter))]
    public class Psd2UIFormConverterInspector : UnityEditor.Editor
    {
        Psd2UIFormConverter targetLogic;

        GUIContent parsePsd2NodesBt;
        GUIContent exportUISpritesBt;
        GUIContent generateUIFormBt;
        GUILayoutOption btHeight;
        private void OnEnable()
        {
            btHeight = GUILayout.Height(30);
            targetLogic = target as Psd2UIFormConverter;
            parsePsd2NodesBt = new GUIContent("解析psd图层", "把psd图层解析为可编辑节点树");
            exportUISpritesBt = new GUIContent("导出Images", "导出勾选的psd图层为碎图");
            generateUIFormBt = new GUIContent("生成UIForm", "根据解析后的节点树生成UIForm Prefab");
            if (string.IsNullOrWhiteSpace(Psd2UIFormSettings.Instance.UIFormOutputDir))
            {
                Debug.LogWarning($"UIForm输出路径为空!");
            }
        }
        private void OnDisable()
        {
            Psd2UIFormSettings.Save();
        }
        public override void OnInspectorGUI()
        {
            EditorGUILayout.BeginVertical("box");
            {
                EditorGUILayout.BeginHorizontal();
                {
                    EditorGUILayout.LabelField("自动压缩图片:", GUILayout.Width(150));
                    Psd2UIFormSettings.Instance.CompressImage = EditorGUILayout.Toggle(Psd2UIFormSettings.Instance.CompressImage);
                    EditorGUILayout.EndHorizontal();
                }
                EditorGUILayout.BeginHorizontal();
                {
                    EditorGUILayout.LabelField("UI图片导出路径:", GUILayout.Width(150));
                    Psd2UIFormSettings.Instance.UIImagesOutputDir = EditorGUILayout.TextField(Psd2UIFormSettings.Instance.UIImagesOutputDir);
                    if (GUILayout.Button("选择路径", GUILayout.Width(80)))
                    {
                        var retPath = EditorUtility.OpenFolderPanel("选择导出路径", Psd2UIFormSettings.Instance.UIImagesOutputDir, null);
                        if (!string.IsNullOrWhiteSpace(retPath))
                        {
                            if (!retPath.StartsWith("Assets/"))
                            {
                                retPath = Path.GetRelativePath(Directory.GetParent(Application.dataPath).FullName, retPath);
                            }
                            Psd2UIFormSettings.Instance.UIImagesOutputDir = retPath;
                            Psd2UIFormSettings.Save();
                        }
                        GUIUtility.ExitGUI();
                    }
                    EditorGUILayout.EndHorizontal();
                }

                EditorGUILayout.BeginHorizontal();
                {
                    Psd2UIFormSettings.Instance.UseUIFormOutputDir = EditorGUILayout.ToggleLeft("使用UIForm导出路径:", Psd2UIFormSettings.Instance.UseUIFormOutputDir, GUILayout.Width(150));
                    EditorGUI.BeginDisabledGroup(!Psd2UIFormSettings.Instance.UseUIFormOutputDir);
                    {
                        Psd2UIFormSettings.Instance.UIFormOutputDir = EditorGUILayout.TextField(Psd2UIFormSettings.Instance.UIFormOutputDir);
                        if (GUILayout.Button("选择路径", GUILayout.Width(80)))
                        {
                            var retPath = EditorUtility.OpenFolderPanel("选择导出路径", Psd2UIFormSettings.Instance.UIFormOutputDir, null);
                            if (!string.IsNullOrWhiteSpace(retPath))
                            {
                                if (!retPath.StartsWith("Assets/"))
                                {
                                    retPath = Path.GetRelativePath(Directory.GetParent(Application.dataPath).FullName, retPath);
                                }
                                Psd2UIFormSettings.Instance.UIFormOutputDir = retPath;
                                Psd2UIFormSettings.Save();
                            }
                            GUIUtility.ExitGUI();
                        }
                        EditorGUI.EndDisabledGroup();
                    }
                    EditorGUILayout.EndHorizontal();
                }
                //EditorGUILayout.BeginHorizontal();
                //{
                //    Psd2UIFormSettings.Instance.AutoCreateUIFormScript = EditorGUILayout.ToggleLeft("生成UIForm代码:", Psd2UIFormSettings.Instance.AutoCreateUIFormScript, GUILayout.Width(150));
                //    EditorGUI.BeginDisabledGroup(!Psd2UIFormSettings.Instance.AutoCreateUIFormScript);
                //    {
                //        Psd2UIFormSettings.Instance.UIFormScriptOutputDir = EditorGUILayout.TextField(Psd2UIFormSettings.Instance.UIFormScriptOutputDir);
                //        if (GUILayout.Button("选择路径", GUILayout.Width(80)))
                //        {
                //            var retPath = EditorUtility.OpenFolderPanel("选择导出路径", Psd2UIFormSettings.Instance.UIFormScriptOutputDir, null);
                //            if (!string.IsNullOrWhiteSpace(retPath))
                //            {
                //                if (!retPath.StartsWith("Assets/"))
                //                {
                //                    retPath = Path.GetRelativePath(Directory.GetParent(Application.dataPath).FullName, retPath);
                //                }
                //                Psd2UIFormSettings.Instance.UIFormScriptOutputDir = retPath;
                //                Psd2UIFormSettings.Save();
                //            }
                //            GUIUtility.ExitGUI();
                //        }
                //        EditorGUI.EndDisabledGroup();
                //    }
                //    EditorGUILayout.EndHorizontal();
                //}
                EditorGUILayout.EndVertical();
            }


            EditorGUILayout.BeginHorizontal();
            {
                if (GUILayout.Button(parsePsd2NodesBt, btHeight))
                {
                    Psd2UIFormConverter.ParsePsd2LayerPrefab(targetLogic.PsdAssetName, targetLogic);
                }
                if (GUILayout.Button(exportUISpritesBt, btHeight))
                {
                    targetLogic.ExportSprites();
                }
                EditorGUILayout.EndHorizontal();
            }
            if (GUILayout.Button(generateUIFormBt, btHeight))
            {
                targetLogic.GenerateUIForm();
            }
            base.OnInspectorGUI();
        }
        public override bool HasPreviewGUI()
        {
            return targetLogic.BindPsdAsset != null;
        }
        public override void OnPreviewGUI(Rect r, GUIStyle background)
        {
            GUI.DrawTexture(r, targetLogic.BindPsdAsset.texture, ScaleMode.ScaleToFit);
            //base.OnPreviewGUI(r, background);
        }
    }
    /// <summary>
    /// Psd文件转成UIForm prefab
    /// </summary>
    [ExecuteInEditMode]
    [RequireComponent(typeof(SpriteRenderer))]
    public class Psd2UIFormConverter : MonoBehaviour
    {
        const string RecordLayerOperation = "Change Export Image";
        public static Psd2UIFormConverter Instance { get; private set; }
        [ReadOnlyField][SerializeField] public string psdAssetChangeTime;//文件修改时间标识
        [Tooltip("UIForm名字")][SerializeField] private string uiFormName;
        [Tooltip("关联的psd文件")][SerializeField] private UnityEngine.Sprite psdAsset;
        [Header("Debug:")][SerializeField] bool drawLayerRectGizmos = true;
        [SerializeField] UnityEngine.Color drawLayerRectGizmosColor = UnityEngine.Color.green;

        private PsdImage psdInstance;//psd文件解析实例
        private GUIStyle uiTypeLabelStyle;
        public string PsdAssetName => psdAsset != null ? AssetDatabase.GetAssetPath(psdAsset) : null;
        public UnityEngine.Sprite BindPsdAsset => psdAsset;
        public Vector2Int UIFormCanvasSize { get; private set; } = new Vector2Int(750, 1334);
        private void OnEnable()
        {
            Instance = this;
            uiTypeLabelStyle = new GUIStyle();
            uiTypeLabelStyle.fontSize = 13;
            uiTypeLabelStyle.fontStyle = UnityEngine.FontStyle.BoldAndItalic;
            UnityEngine.ColorUtility.TryParseHtmlString("#7ED994", out var color);
            uiTypeLabelStyle.normal.textColor = color;

            EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyGUI;

            if (psdInstance == null && !string.IsNullOrWhiteSpace(PsdAssetName))
            {
                RefreshNodesBindLayer();
            }
        }

        private void Start()
        {
            if (this.CheckPsdAssetHasChanged())
            {
                if (EditorUtility.DisplayDialog("PSD -> UIForm", $"{gameObject.name}关联的psd文件[{this.PsdAssetName}]已改变,是否重新解析节点树?", "是", "否"))
                {
                    if (Psd2UIFormConverter.ParsePsd2LayerPrefab(this.PsdAssetName, this))
                    {
                        RefreshNodesBindLayer();
                    }

                }
            }
            else
            {
                RefreshNodesBindLayer();
            }
        }

        private void OnDrawGizmos()
        {
            if (drawLayerRectGizmos)
            {
                var nodes = this.GetComponentsInChildren<PsdLayerNode>();
                Gizmos.color = drawLayerRectGizmosColor;
                foreach (var item in nodes)
                {
                    if (item.NeedExportImage())
                    {
                        Gizmos.DrawWireCube(item.LayerRect.position * 0.01f, item.LayerRect.size * 0.01f);
                    }

                }
            }
        }

        private void OnHierarchyGUI(int instanceID, Rect selectionRect)
        {
            if (Event.current == null) return;
            var node = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
            if (node == null || node == this.gameObject) return;
            if (!node.TryGetComponent<PsdLayerNode>(out var layer)) return;

            Rect tmpRect = selectionRect;
            tmpRect.x = 35;
            tmpRect.width = 10;
            Undo.RecordObject(layer, RecordLayerOperation);
            EditorGUI.BeginChangeCheck();
            {
                layer.markToExport = EditorGUI.Toggle(tmpRect, layer.markToExport);
                if (EditorGUI.EndChangeCheck())
                {
                    if (Selection.gameObjects.Length > 1) SetExportImageTg(Selection.gameObjects, layer.markToExport);
                    EditorUtility.SetDirty(layer);
                }
            }
            tmpRect.width = Mathf.Clamp(selectionRect.xMax * 0.2f, 100, 200);
            tmpRect.x = selectionRect.xMax - tmpRect.width;

            //EditorGUI.LabelField(tmpRect, layer.UIType.ToString(), uiTypeLabelStyle);
            if (EditorGUI.DropdownButton(tmpRect, new GUIContent(layer.UIType.ToString()), FocusType.Passive))
            {
                var dropdownMenu = PopEnumMenu<GUIType>(layer.UIType, selectUIType =>
                {
                    layer.SetUIType(selectUIType);
                    EditorUtility.SetDirty(layer);
                });

                dropdownMenu.ShowAsContext();
            }
        }
        private GenericMenu PopEnumMenu<T>(T currentValue, Action<T> onSelectEnum) where T : Enum
        {
            var names = Enum.GetValues(typeof(T));
            var dropdownMenu = new GenericMenu();
            foreach (T item in names)
            {
                dropdownMenu.AddItem(new GUIContent(item.ToString()), item.Equals(currentValue), () => { onSelectEnum(item); });
            }
            return dropdownMenu;
        }
        /// <summary>
        /// 批量勾选导出图片
        /// </summary>
        /// <param name="selects"></param>
        /// <param name="exportImg"></param>
        private void SetExportImageTg(GameObject[] selects, bool exportImg)
        {
            var selectLayerNodes = selects.Where(item => item?.GetComponent<PsdLayerNode>() != null).ToArray();
            foreach (var layer in selectLayerNodes)
            {
                layer.GetComponent<PsdLayerNode>().markToExport = exportImg;
            }
        }
        private void OnDestroy()
        {
            EditorApplication.hierarchyWindowItemOnGUI -= OnHierarchyGUI;
            if (this.psdInstance != null && !psdInstance.Disposed)
            {
                psdInstance.Dispose();
            }
        }

        private void RefreshNodesBindLayer()
        {
            if (psdInstance == null || psdInstance.Disposed)
            {
                if (!File.Exists(PsdAssetName))
                {
                    Debug.LogError($"刷新节点绑定图层失败! psd文件不存在");
                    return;
                }
                var psdOpts = new PsdLoadOptions()
                {
                    LoadEffectsResource = true,
                    ReadOnlyMode = false,
                };
                psdInstance = Aspose.PSD.Image.Load(PsdAssetName, psdOpts) as PsdImage;
                UIFormCanvasSize.Set(psdInstance.Size.Width, psdInstance.Size.Height);
            }
            var layers = GetComponentsInChildren<PsdLayerNode>(true);
            foreach (var layer in layers)
            {
                layer.InitPsdLayers(psdInstance);
            }

            var spRender = gameObject.GetOrAddComponent<SpriteRenderer>();
            spRender.sprite = this.psdAsset;
        }
        #region
        
        const string AsposeLicenseKey = "此处为Aspose.PSD证书";
        static bool licenseInitiated = false;


        [InitializeOnLoadMethod]
        static void InitAsposeLicense()
        {
            if (licenseInitiated) return;
            var harmonyHook = new Harmony("Crack.Aspose");
            harmonyHook.PatchAll();

            new Aspose.PSD.License().SetLicense(new MemoryStream(Convert.FromBase64String(AsposeLicenseKey)));
            licenseInitiated = true;
            harmonyHook.UnpatchAll();

            //GetAllLayerType();
        }
        static void GetAllLayerType()
        {
            var psdLib = Utility.Assembly.GetAssemblies().FirstOrDefault(item => item.GetName().Name == "Aspose.PSD");
            var layers = psdLib.GetTypes().Where(tp => tp.IsSubclassOf(typeof(Layer)) && !tp.IsAbstract);
            string layerEnumNames = "";
            foreach (var item in layers)
            {
                layerEnumNames += $"{item.Name},\n";
            }
            Debug.Log(layerEnumNames);
        }
        #endregion Aspose License
        [MenuItem("Assets/GF Editor Tool/Psd2UIForm Editor", priority = 0)]
        static void Psd2UIFormPrefabMenu()
        {
            if (Selection.activeObject == null) return;
            var assetPath = AssetDatabase.GetAssetPath(Selection.activeObject);
            if (Path.GetExtension(assetPath).ToLower().CompareTo(".psd") != 0)
            {
                Debug.LogWarning($"选择的文件({assetPath})不是psd格式, 工具只支持psd转换为UIForm");
                return;
            }
            string psdLayerPrefab = GetPsdLayerPrefabPath(assetPath);
            if (!File.Exists(psdLayerPrefab))
            {
                if (ParsePsd2LayerPrefab(assetPath))
                {
                    OpenPsdLayerEditor(psdLayerPrefab);
                }
            }
            else
            {
                OpenPsdLayerEditor(psdLayerPrefab);
            }
        }

        public bool CheckPsdAssetHasChanged()
        {
            if (psdAsset == null) return false;
            var fileTag = GetAssetChangeTag(PsdAssetName);
            return psdAssetChangeTime.CompareTo(fileTag) != 0;
        }
        public static string GetAssetChangeTag(string fileName)
        {
            return new FileInfo(fileName).LastWriteTime.ToString("yyyyMMddHHmmss");
        }
        /// <summary>
        /// 打开psd图层信息prefab
        /// </summary>
        /// <param name="psdLayerPrefab"></param>
        public static void OpenPsdLayerEditor(string psdLayerPrefab)
        {
            PrefabStageUtility.OpenPrefab(psdLayerPrefab);
        }
        /// <summary>
        /// 把Psd图层解析成节点prefab
        /// </summary>
        /// <param name="psdPath"></param>
        /// <returns></returns>
        public static bool ParsePsd2LayerPrefab(string psdFile, Psd2UIFormConverter instanceRoot = null)
        {
            if (!File.Exists(psdFile))
            {
                Debug.LogError($"Error: Psd文件不存在:{psdFile}");
                return false;
            }
            var texImporter = AssetImporter.GetAtPath(psdFile) as TextureImporter;
            if (texImporter.textureType != TextureImporterType.Sprite)
            {
                texImporter.textureType = TextureImporterType.Sprite;
                texImporter.mipmapEnabled = false;
                texImporter.alphaIsTransparency = true;
                texImporter.SaveAndReimport();
            }

            var prefabFile = GetPsdLayerPrefabPath(psdFile);
            var rootName = Path.GetFileNameWithoutExtension(prefabFile);

            bool needDestroyInstance = instanceRoot == null;
            if (instanceRoot != null)
            {
                ParsePsdLayer2Root(psdFile, instanceRoot);
                instanceRoot.RefreshNodesBindLayer();
                return true;
            }
            else
            {
                Psd2UIFormConverter rootLayer = CreatePsdLayerRoot(rootName);
                rootLayer.SetPsdAsset(psdFile);
                ParsePsdLayer2Root(psdFile, rootLayer);

                PrefabUtility.SaveAsPrefabAsset(rootLayer.gameObject, prefabFile, out bool savePrefabSuccess);
                if (needDestroyInstance) GameObject.DestroyImmediate(rootLayer.gameObject);
                AssetDatabase.Refresh();
                if (savePrefabSuccess && AssetDatabase.GUIDFromAssetPath(StageUtility.GetCurrentStage().assetPath) != AssetDatabase.GUIDFromAssetPath(prefabFile))
                {
                    PrefabStageUtility.OpenPrefab(prefabFile);
                }

                return savePrefabSuccess;
            }
        }
        private static void ParsePsdLayer2Root(string psdFile, Psd2UIFormConverter converter)
        {
            //清空已有节点重新解析
            for (int i = converter.transform.childCount - 1; i >= 0; i--)
            {
                GameObject.DestroyImmediate(converter.transform.GetChild(i).gameObject);
            }

            var psdOpts = new PsdLoadOptions()
            {
                LoadEffectsResource = true,
                ReadOnlyMode = false
            };
            using (var psd = Aspose.PSD.Image.Load(psdFile, psdOpts) as PsdImage)
            {
                List<GameObject> layerNodes = new List<GameObject> { converter.gameObject };

                for (int i = 0; i < psd.Layers.Length; i++)
                {
                    var layer = psd.Layers[i];
                    var curLayerType = layer.GetLayerType();

                    if (curLayerType == PsdLayerType.SectionDividerLayer)
                    {
                        var layerGroup = (layer as SectionDividerLayer).GetRelatedLayerGroup();
                        var layerGroupIdx = ArrayUtility.IndexOf(psd.Layers, layerGroup);
                        var layerGropNode = CreatePsdLayerNode(layerGroup, layerGroupIdx);
                        layerNodes.Add(layerGropNode.gameObject);
                    }
                    else if (curLayerType == PsdLayerType.LayerGroup)
                    {
                        var lastLayerNode = layerNodes.Last();
                        layerNodes.Remove(lastLayerNode);

                        if (layerNodes.Count > 0)
                        {
                            var parentLayerNode = layerNodes.Last();
                            lastLayerNode.transform.SetParent(parentLayerNode.transform);
                        }
                    }
                    else
                    {
                        var newLayerNode = CreatePsdLayerNode(layer, i);
                        newLayerNode.transform.SetParent(layerNodes.Last().transform);
                        newLayerNode.transform.localPosition = Vector3.zero;
                    }
                }
            }
            converter.psdAssetChangeTime = GetAssetChangeTag(psdFile);
            var childrenNodes = converter.GetComponentsInChildren<PsdLayerNode>(true);
            foreach (var item in childrenNodes)
            {
                item.RefreshUIHelper(false);
            }
            EditorUtility.SetDirty(converter.gameObject);
        }
        private void SetPsdAsset(string psdFile)
        {
            this.psdAsset = AssetDatabase.LoadAssetAtPath<UnityEngine.Sprite>(psdFile);
            if (string.IsNullOrWhiteSpace(Psd2UIFormSettings.Instance.UIImagesOutputDir))
            {
                Psd2UIFormSettings.Instance.UIImagesOutputDir = Path.GetDirectoryName(psdFile);
            }
            if (string.IsNullOrWhiteSpace(this.uiFormName))
            {
                this.uiFormName = this.psdAsset.name;
            }
        }

        /// <summary>
        /// 获取解析好的psd layers文件
        /// </summary>
        /// <param name="psd"></param>
        /// <returns></returns>
        public static string GetPsdLayerPrefabPath(string psd)
        {
            return UtilityBuiltin.ResPath.GetCombinePath(Path.GetDirectoryName(psd), Path.GetFileNameWithoutExtension(psd) + "_psd_layers_parsed.prefab");
        }
        private static Psd2UIFormConverter CreatePsdLayerRoot(string rootName)
        {
            var node = new GameObject(rootName);
            node.gameObject.tag = "EditorOnly";
            var layerRoot = node.AddComponent<Psd2UIFormConverter>();
            return layerRoot;
        }
        private static PsdLayerNode CreatePsdLayerNode(Layer layer, int bindLayerIdx)
        {
            string nodeName = layer.Name;
            if (string.IsNullOrWhiteSpace(nodeName))
            {
                nodeName = $"PsdLayer-{bindLayerIdx}";
            }
            else
            {
                if (Path.HasExtension(layer.Name))
                {
                    nodeName = Path.GetFileNameWithoutExtension(layer.Name);
                }
            }
            var node = new GameObject(nodeName);
            node.gameObject.tag = "EditorOnly";
            var layerNode = node.AddComponent<PsdLayerNode>();
            layerNode.BindPsdLayerIndex = bindLayerIdx;
            InitLayerNodeData(layerNode, layer);
            return layerNode;
        }
        /// <summary>
        /// 根据psd图层信息解析并初始化图层UI类型、是否导出等信息
        /// </summary>
        /// <param name="layerNode"></param>
        /// <param name="layer"></param>
        private static void InitLayerNodeData(PsdLayerNode layerNode, Layer layer)
        {
            if (layer == null || layer.Disposed) return;
            var layerTp = layer.GetLayerType();
            layerNode.BindPsdLayer = layer;
            if (UGUIParser.Instance.TryParse(layerNode, out var initRule))
            {
                layerNode.SetUIType(initRule.UIType, false);
            }
            layerNode.markToExport = layerTp != PsdLayerType.LayerGroup && !(layerTp == PsdLayerType.TextLayer && layerNode.UIType.ToString().EndsWith("Text") && layerNode.UIType != GUIType.FillColor);
            layerNode.gameObject.SetActive(layer.IsVisible);
        }

        /// <summary>
        /// 导出psd图层为Sprites碎图
        /// </summary>
        /// <param name="psdAssetName"></param>
        internal void ExportSprites()
        {
            //var pngOpts = new PngOptions()
            //{
            //    ColorType = Aspose.PSD.FileFormats.Png.PngColorType.Truecolor
            //};
            //this.psdInstance.Save("Assets/AAAGame/Sprites/UI/Preview.png", pngOpts);

            //return;
            var exportLayers = this.GetComponentsInChildren<PsdLayerNode>().Where(node => node.NeedExportImage());
            var exportDir = GetUIFormImagesOutputDir();
            if (!Directory.Exists(exportDir))
            {
                Directory.CreateDirectory(exportDir);
            }
            int exportIdx = 0;
            int totalCount = exportLayers.Count();
            foreach (var layer in exportLayers)
            {
                var assetName = layer.ExportImageAsset();
                if (assetName == null)
                {
                    Debug.LogWarning($"导出图层[name:{layer.name}, layerIdx:{layer.BindPsdLayerIndex}]图片失败!");
                }
                ++exportIdx;
                EditorUtility.DisplayProgressBar($"导出进度({exportIdx}/{totalCount})", $"导出UI图片:{assetName}", exportIdx / (float)totalCount);
            }
            EditorUtility.ClearProgressBar();
            AssetDatabase.Refresh();
        }
        /// <summary>
        /// 根据解析后的节点树生成UIForm Prefab
        /// </summary>
        internal void GenerateUIForm()
        {
            if (Psd2UIFormSettings.Instance.UseUIFormOutputDir && string.IsNullOrWhiteSpace(Psd2UIFormSettings.Instance.UIFormOutputDir))
            {
                Debug.LogError($"生成UIForm失败! UIForm导出路径为空:{Psd2UIFormSettings.Instance.UIFormOutputDir}");
                return;
            }
            if (Psd2UIFormSettings.Instance.UseUIFormOutputDir)
            {
                ExportUIPrefab(Psd2UIFormSettings.Instance.UIFormOutputDir);
            }
            else
            {
                string lastSaveDir = string.IsNullOrWhiteSpace(Psd2UIFormSettings.Instance.LastUIFormOutputDir) ? "Assets" : Psd2UIFormSettings.Instance.LastUIFormOutputDir;
                string selectDir = EditorUtility.SaveFolderPanel("保存目录", lastSaveDir, null);
                if (!string.IsNullOrWhiteSpace(selectDir))
                {
                    if (!selectDir.StartsWith("Assets/"))
                        selectDir = Path.GetRelativePath(Directory.GetParent(Application.dataPath).FullName, selectDir);
                    Psd2UIFormSettings.Instance.LastUIFormOutputDir = selectDir;
                    ExportUIPrefab(selectDir);
                }
            }
        }
        private bool ExportUIPrefab(string outputDir)
        {
            if (!string.IsNullOrWhiteSpace(outputDir))
            {
                if (!Directory.Exists(outputDir))
                {
                    try
                    {
                        Directory.CreateDirectory(outputDir);
                        AssetDatabase.Refresh();
                    }
                    catch (Exception err)
                    {
                        Debug.LogError($"导出UI prefab失败:{err.Message}");
                        return false;
                    }
                }
            }
            if (string.IsNullOrWhiteSpace(uiFormName))
            {
                Debug.LogError("导出UI Prefab失败: UI Form Name为空, 请填写UI Form Name.");
                return false;
            }
            var prefabName = UtilityBuiltin.ResPath.GetCombinePath(outputDir, $"{uiFormName}.prefab");
            if (File.Exists(prefabName))
            {
                if (!EditorUtility.DisplayDialog("警告", $"prefab文件已存在, 是否覆盖:{prefabName}", "覆盖生成", "取消生成"))
                {
                    return false;
                }
            }
            var uiHelpers = GetAvailableUIHelpers();
            if (uiHelpers == null || uiHelpers.Length < 1)
            {
                return false;
            }
            var uiFormRoot = GameObject.Instantiate(UGUIParser.Instance.UIFormTemplate, Vector3.zero, Quaternion.identity);
            uiFormRoot.name = uiFormName;

            int curIdx = 0;
            int totalCount = uiHelpers.Length;
            foreach (var uiHelper in uiHelpers)
            {
                EditorUtility.DisplayProgressBar($"生成UIFrom:({curIdx++}/{totalCount})", $"正在生成UI元素:{uiHelper.name}", curIdx /
                (float)totalCount);
                var uiElement = uiHelper.CreateUI();
                if (uiElement == null) continue;

                var goPath = GetGameObjectInstanceIdPath(uiHelper.gameObject, out var goNames);
                var parentNode = GetOrCreateNodeByInstanceIdPath(uiFormRoot, goPath, goNames);
                uiElement.transform.SetParent(parentNode.transform, true);

                uiElement.transform.position += new Vector3(this.UIFormCanvasSize.x * 0.5f, this.UIFormCanvasSize.y * 0.5f, 0);
            }
            var uiStrKeys = uiFormRoot.GetComponentsInChildren<UIStringKey>(true);
            for (int i = uiStrKeys.Length - 1; i >= 0; i--)
            {
                DestroyImmediate(uiStrKeys[i]);
            }
            
            var uiPrefab = PrefabUtility.SaveAsPrefabAsset(uiFormRoot, prefabName, out bool saveSuccess);
            if (saveSuccess)
            {
                DestroyImmediate(uiFormRoot);
                Selection.activeGameObject = uiPrefab;
            }
            EditorUtility.ClearProgressBar();
            return true;
        }

        private GameObject GetOrCreateNodeByInstanceIdPath(GameObject uiFormRoot, string[] goPath, string[] goNames)
        {
            GameObject result = uiFormRoot;
            if (goPath != null && goNames != null)
            {
                for (int i = 0; i < goPath.Length; i++)
                {
                    var nodeId = goPath[i];
                    var nodeName = goNames[i];
                    GameObject targetNode = null;
                    foreach (Transform child in result.transform)
                    {
                        if (child.gameObject == result) continue;

                        var idKey = child.GetComponent<UIStringKey>();
                        if (idKey != null && nodeId == idKey.Key)
                        {
                            targetNode = child.gameObject;
                            break;
                        }
                    }
                    if (targetNode == null)
                    {
                        targetNode = new GameObject(nodeName);
                        targetNode.transform.SetParent(result.transform, false);
                        targetNode.transform.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity);
                        var targetNodeKey = targetNode.GetOrAddComponent<UIStringKey>();
                        targetNodeKey.Key = nodeId;
                    }
                    result = targetNode;
                }
            }
            return result;
        }

        private string[] GetGameObjectInstanceIdPath(GameObject go, out string[] names)
        {
            names = null;
            if (go == null || go.transform.parent == null || go.transform.parent == this.transform) return null;

            var parentGo = go.transform.parent;
            string[] result = new string[1] { parentGo.gameObject.GetInstanceID().ToString() };
            names = new string[1] { parentGo.gameObject.name };
            while (parentGo.parent != null && parentGo.parent != this.transform)
            {
                ArrayUtility.Insert(ref result, 0, parentGo.parent.gameObject.GetInstanceID().ToString());
                ArrayUtility.Insert(ref names, 0, parentGo.parent.gameObject.name);
                parentGo = parentGo.parent;
            }
            return result;
        }
        private UIHelperBase[] GetAvailableUIHelpers()
        {
            var uiHelpers = this.GetComponentsInChildren<UIHelperBase>();
            uiHelpers = uiHelpers.Where(ui => ui.LayerNode.IsMainUIType).ToArray();

            List<int> dependInstIds = new List<int>();
            foreach (var item in uiHelpers)
            {
                foreach (var depend in item.GetDependencies())
                {
                    int dependId = depend.gameObject.GetInstanceID();
                    if (!dependInstIds.Contains(dependId))
                    {
                        dependInstIds.Add(dependId);
                    }
                }
            }
            for (int i = uiHelpers.Length - 1; i >= 0; i--)
            {
                var uiHelper = uiHelpers[i];
                if (dependInstIds.Contains(uiHelper.gameObject.GetInstanceID()))
                {
                    ArrayUtility.RemoveAt(ref uiHelpers, i);
                }
            }
            return uiHelpers;
        }
        /// <summary>
        /// 把图片设置为为Sprite或Texture类型
        /// </summary>
        /// <param name="dir"></param>
        public static void ConvertTexturesType(string[] texAssets, bool isImage = true)
        {
            foreach (var item in texAssets)
            {
                var texImporter = AssetImporter.GetAtPath(item) as TextureImporter;
                if (texImporter == null)
                {
                    Debug.LogError($"TextureImporter为空:{item}");
                    continue;
                }
                if (isImage)
                {
                    texImporter.textureType = TextureImporterType.Sprite;
                    texImporter.spriteImportMode = SpriteImportMode.Single;
                    texImporter.alphaSource = TextureImporterAlphaSource.FromInput;
                    texImporter.alphaIsTransparency = true;
                    texImporter.mipmapEnabled = false;
                }
                else
                {
                    texImporter.textureType = TextureImporterType.Default;
                    texImporter.textureShape = TextureImporterShape.Texture2D;
                    texImporter.alphaSource = TextureImporterAlphaSource.FromInput;
                    texImporter.alphaIsTransparency = true;
                    texImporter.mipmapEnabled = false;
                }

                texImporter.SaveAndReimport();
            }
        }

        /// <summary>
        /// 压缩图片文件
        /// </summary>
        /// <param name="asset">文件名(相对路径Assets)</param>
        /// <returns></returns>
        public static bool CompressImageFile(string asset)
        {
            var assetPath = asset.StartsWith("Assets/") ? Path.GetFullPath(asset, Directory.GetParent(Application.dataPath).FullName) : asset;
            var compressTool = Utility.Assembly.GetType("UGF.EditorTools.CompressTool");
            if (compressTool == null) return false;

            var compressMethod = compressTool.GetMethod("CompressImageOffline", new Type[] { typeof(string), typeof(string) });
            if (compressMethod == null) return false;

            return (bool)compressMethod.Invoke(null, new object[] { assetPath, assetPath });
        }
        /// <summary>
        /// 获取UIForm对应的图片导出目录
        /// </summary>
        /// <returns></returns>
        public string GetUIFormImagesOutputDir()
        {
            return UtilityBuiltin.ResPath.GetCombinePath(Psd2UIFormSettings.Instance.UIImagesOutputDir, uiFormName);
        }

        public SmartObjectLayer ConvertToSmartObjectLayer(Layer layer)
        {
            var smartObj = psdInstance.SmartObjectProvider.ConvertToSmartObject(new Layer[] { layer });
            return smartObj;
        }
    }
}
#endif

7. 图层节点编辑器扩展,提供导出图片按钮以便单独导出选择图层,UI类型切换时自动添加对应的Helper解析器并自动绑定子UI

【Unity编辑器扩展】(三)PSD转UGUI Prefab, 一键拼UI解放美术/程序(完结),Unity,Unity游戏框架,ui,psd转ugui,自动拼UI

#if UNITY_EDITOR
using UnityEngine;
using Aspose.PSD.FileFormats.Psd.Layers;
using Aspose.PSD.ImageOptions;
using UnityEditor;
using System.IO;
using System.Linq;
using Aspose.PSD.FileFormats.Psd;
using Aspose.PSD.FileFormats.Psd.Layers.SmartObjects;
using GameFramework;

namespace UGF.EditorTools.Psd2UGUI
{
    [CanEditMultipleObjects]
    [CustomEditor(typeof(PsdLayerNode))]
    public class PsdLayerNodeInspector : Editor
    {
        PsdLayerNode targetLogic;
        private void OnEnable()
        {
            targetLogic = target as PsdLayerNode;
            targetLogic.RefreshLayerTexture();
        }

        public override void OnInspectorGUI()
        {
            serializedObject.Update();
            base.OnInspectorGUI();
            EditorGUI.BeginChangeCheck();
            {
                targetLogic.UIType = (GUIType)EditorGUILayout.EnumPopup("UI Type", targetLogic.UIType);
                if (EditorGUI.EndChangeCheck())
                {
                    targetLogic.SetUIType(targetLogic.UIType);
                }
            }
            EditorGUILayout.BeginHorizontal();
            {
                if (GUILayout.Button("导出图片"))
                {
                    foreach (var item in targets)
                    {
                        if (item == null) continue;

                        (item as PsdLayerNode)?.ExportImageAsset();
                    }
                }
                EditorGUILayout.EndHorizontal();
            }
            serializedObject.ApplyModifiedProperties();
        }

        public override bool HasPreviewGUI()
        {
            var layerNode = (target as PsdLayerNode);
            return layerNode != null && layerNode.PreviewTexture != null;
        }

        public override void OnPreviewGUI(Rect r, GUIStyle background)
        {
            var layerNode = (target as PsdLayerNode);
            GUI.DrawTexture(r, layerNode.PreviewTexture, ScaleMode.ScaleToFit);
            //base.OnPreviewGUI(r, background);
        }
        public override string GetInfoString()
        {
            var layerNode = (target as PsdLayerNode);
            return layerNode.LayerInfo;
        }
    }
    [ExecuteInEditMode]
    [DisallowMultipleComponent]
    public class PsdLayerNode : MonoBehaviour
    {
        [ReadOnlyField] public int BindPsdLayerIndex = -1;
        [ReadOnlyField][SerializeField] PsdLayerType mLayerType = PsdLayerType.Unknown;
        [SerializeField] public bool markToExport;
        [HideInInspector] public GUIType UIType;
        public Texture2D PreviewTexture { get; private set; }
        public string LayerInfo { get; private set; }
        public Rect LayerRect { get; private set; }
        public PsdLayerType LayerType { get => mLayerType; }
        public bool IsMainUIType => UGUIParser.IsMainUIType(UIType);
        /// <summary>
        /// 绑定的psd图层
        /// </summary>
        private Layer mBindPsdLayer;

        public Layer BindPsdLayer
        {
            get => mBindPsdLayer;
            set
            {
                mBindPsdLayer = value;
                mLayerType = mBindPsdLayer.GetLayerType();
                //if (IsTextLayer(out var txtLayer) && !txtLayer.TextBoundBox.IsEmpty)
                //{
                //    LayerRect = AsposePsdExtension.PsdRect2UnityRect(txtLayer.TextBoundBox, Psd2UIFormConverter.Instance.UIFormCanvasSize);
                //}
                //else
                {
                    LayerRect = mBindPsdLayer.GetLayerRect();
                }
                LayerInfo = $"{LayerRect}";
            }
        }
        private void OnDestroy()
        {
            if (PreviewTexture != null)
            {
                DestroyImmediate(PreviewTexture);
            }
        }
        public void SetUIType(GUIType uiType, bool triggerParseFunc = true)
        {
            this.UIType = uiType;
            RemoveUIHelper();

            if (triggerParseFunc)
            {
                RefreshUIHelper(true);
            }
        }
        public void RefreshUIHelper(bool refreshParent = false)
        {
            if (UIType == GUIType.Null) return;

            var uiHelperTp = UGUIParser.Instance.GetHelperType(UIType);
            if (uiHelperTp != null)
            {
                var helper = gameObject.GetOrAddComponent(uiHelperTp) as UIHelperBase;
                helper.ParseAndAttachUIElements();
            }
            if (refreshParent)
            {
                var parentHelper = transform.parent?.GetComponent<UIHelperBase>();
                parentHelper?.ParseAndAttachUIElements();
            }
            EditorUtility.SetDirty(this);
        }
        private void RemoveUIHelper()
        {
            var uiHelpers = this.GetComponents<UIHelperBase>();
            if (uiHelpers != null)
            {
                foreach (var uiHelper in uiHelpers)
                {
                    DestroyImmediate(uiHelper);
                }
            }
            EditorUtility.SetDirty(this);
        }
        /// <summary>
        /// 是否需要导出此图层
        /// </summary>
        /// <returns></returns>
        public bool NeedExportImage()
        {
            return gameObject.activeSelf && markToExport;
        }
        /// <summary>
        /// 导出图片
        /// </summary>
        /// <param name="forceSpriteType">强制贴图类型为Sprite</param>
        /// <returns></returns>
        public string ExportImageAsset(bool forceSpriteType = false)
        {
            string assetName = null;
            if (this.RefreshLayerTexture())
            {
                var bytes = PreviewTexture.EncodeToPNG();
                var imgName = Utility.Text.Format("{0}_{1}", string.IsNullOrWhiteSpace(name) ? UIType : name, BindPsdLayerIndex);
                var exportDir = Psd2UIFormConverter.Instance.GetUIFormImagesOutputDir();
                if (!Directory.Exists(exportDir))
                {
                    try
                    {
                        Directory.CreateDirectory(exportDir);
                        AssetDatabase.Refresh();
                    }
                    catch (System.Exception)
                    {
                        return null;
                    }
                }
                var imgFileName = UtilityBuiltin.ResPath.GetCombinePath(exportDir, imgName + ".png");
                File.WriteAllBytes(imgFileName, bytes);
                if (Psd2UIFormSettings.Instance.CompressImage)
                {
                    bool compressResult = Psd2UIFormConverter.CompressImageFile(imgFileName);
                    if (compressResult)
                    {
                        Debug.Log($"成功压缩图片:{imgFileName}");
                    }
                    else
                    {
                        Debug.LogWarning($"压缩图片失败:{imgFileName}");
                    }
                }
                assetName = imgFileName;
                bool isImage = !(this.UIType == GUIType.FillColor || this.UIType == GUIType.RawImage);
                AssetDatabase.Refresh();
                Psd2UIFormConverter.ConvertTexturesType(new string[] { imgFileName }, isImage || forceSpriteType);
            }

            return assetName;
        }
        public bool RefreshLayerTexture(bool forceRefresh = false)
        {
            if (!forceRefresh && PreviewTexture != null)
            {
                return true;
            }

            if (BindPsdLayer == null || BindPsdLayer.Disposed) return false;

            var pngOpt = new PngOptions
            {
                ColorType = Aspose.PSD.FileFormats.Png.PngColorType.TruecolorWithAlpha
            };
            if (BindPsdLayer.CanSave(pngOpt))
            {
                if (PreviewTexture != null)
                {
                    DestroyImmediate(PreviewTexture);
                }
                PreviewTexture = this.ConvertPsdLayer2Texture2D();
            }
            return PreviewTexture != null;
        }

        /// <summary>
        /// 把psd图层转成Texture2D
        /// </summary>
        /// <param name="psdLayer"></param>
        /// <returns>Texture2D</returns>
        public Texture2D ConvertPsdLayer2Texture2D()
        {
            if (BindPsdLayer == null || BindPsdLayer.Disposed) return null;

            MemoryStream ms = new MemoryStream();
            var pngOpt = new Aspose.PSD.ImageOptions.PngOptions()
            {
                ColorType = Aspose.PSD.FileFormats.Png.PngColorType.TruecolorWithAlpha,
                FullFrame = true
            };
            if (BindPsdLayer.Opacity >= 255 || LayerType == PsdLayerType.LayerGroup)
            {
                BindPsdLayer.Save(ms, pngOpt);
            }
            else
            {
                var smartLayer = Psd2UIFormConverter.Instance.ConvertToSmartObjectLayer(BindPsdLayer);
                smartLayer.Save(ms, pngOpt);
            }

            //var bitmap = BindPsdLayer.ToBitmap();
            //bitmap.Save(ms, System.Drawing.Imaging.ImageFormat.Png);

            var buffer = new byte[ms.Length];
            ms.Position = 0;
            ms.Read(buffer, 0, buffer.Length);

            Texture2D texture = new Texture2D(BindPsdLayer.Width, BindPsdLayer.Height);
            texture.alphaIsTransparency = true;
            texture.LoadImage(buffer);
            texture.Apply();
            ms.Dispose();
            return texture;
        }

        /// <summary>
        /// 从第一层子节点按类型查找LayerNode
        /// </summary>
        /// <param name="uiTp"></param>
        /// <returns></returns>
        public PsdLayerNode FindSubLayerNode(GUIType uiTp)
        {
            for (int i = 0; i < transform.childCount; i++)
            {
                var child = transform.GetChild(i)?.GetComponent<PsdLayerNode>();

                if (child != null && child.UIType == uiTp) return child;
            }
            return null;
        }
        /// <summary>
        /// 依次查找给定多个类型,返回最先找到的类型
        /// </summary>
        /// <param name="uiTps"></param>
        /// <returns></returns>
        public PsdLayerNode FindSubLayerNode(params GUIType[] uiTps)
        {
            foreach (var tp in uiTps)
            {
                var result = FindSubLayerNode(tp);
                if (result != null) return result;
            }
            return null;
        }
        public PsdLayerNode FindLayerNodeInChildren(GUIType uiTp)
        {
            var layers = GetComponentsInChildren<PsdLayerNode>(true);
            if (layers != null && layers.Length > 0)
            {
                return layers.FirstOrDefault(layer => layer.UIType == uiTp);
            }
            return null;
        }

        /// <summary>
        /// 判断该图层是否为文本图层
        /// </summary>
        /// <param name="layer"></param>
        /// <returns></returns>
        public bool IsTextLayer(out TextLayer layer)
        {
            layer = null;
            if (BindPsdLayer == null) return false;

            if (BindPsdLayer is SmartObjectLayer smartLayer)
            {
                layer = smartLayer.GetSmartObjectInnerTextLayer() as TextLayer;
                return layer != null;
            }
            else if (BindPsdLayer is TextLayer txtLayer)
            {
                layer = txtLayer;
                return layer != null;
            }
            return false;
        }
        internal void InitPsdLayers(PsdImage psdInstance)
        {
            BindPsdLayer = psdInstance.Layers[BindPsdLayerIndex];
        }
        internal bool ParseTextLayerInfo(out string text, out int fontSize, out float characterSpace, out float lineSpace, out Color fontColor, out UnityEngine.FontStyle fontStyle, out TMPro.FontStyles tmpFontStyle, out string fontName)
        {
            text = null; fontSize = 0; characterSpace = 0f; lineSpace = 0f; fontColor = Color.white; fontStyle = FontStyle.Normal; tmpFontStyle = TMPro.FontStyles.Normal; fontName = null;
            if (IsTextLayer(out var txtLayer))
            {
                text = txtLayer.Text;
                fontSize = (int)txtLayer.Font.Size;
                fontColor = new Color(txtLayer.TextColor.R, txtLayer.TextColor.G, txtLayer.TextColor.B, txtLayer.Opacity) / (float)255;
                if (txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Bold) && txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Italic))
                {
                    fontStyle = UnityEngine.FontStyle.BoldAndItalic;
                }
                else if (txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Bold))
                {
                    fontStyle = UnityEngine.FontStyle.Bold;

                }
                else if (txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Italic))
                {
                    fontStyle = UnityEngine.FontStyle.Italic;
                }
                else
                {
                    fontStyle = UnityEngine.FontStyle.Normal;
                }

                if (txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Italic))
                {
                    tmpFontStyle |= TMPro.FontStyles.Italic;
                }
                if (txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Bold))
                {
                    tmpFontStyle |= TMPro.FontStyles.Bold;
                }
                if (txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Underline))
                {
                    tmpFontStyle |= TMPro.FontStyles.Underline;
                }
                if (txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Strikeout))
                {
                    tmpFontStyle |= TMPro.FontStyles.Strikethrough;
                }
                fontName = txtLayer.Font.Name;
                if (txtLayer.TextData.Items.Length > 0)
                {
                    var txtData = txtLayer.TextData.Items[0];
                    characterSpace = txtData.Style.Tracking * 0.1f;
                    lineSpace = (float)txtData.Style.Leading * 0.1f;
                }
                return true;
            }
            return false;
        }
    }
}

#endif

五、UI元素解析/生成器Helper

定义HelperBase解析器基类,不同的UI类型重写UI初始化方法,如需支持新的UI类型可以很方便进行扩展支持:

#if UNITY_EDITOR
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityGameFramework.Runtime;

namespace UGF.EditorTools.Psd2UGUI
{
    public abstract class UIHelperBase : MonoBehaviour
    {
        public PsdLayerNode LayerNode => this.GetComponent<PsdLayerNode>();
        private void OnEnable()
        {
            ParseAndAttachUIElements();
        }
        /// <summary>
        /// 解析并关联UI元素,并且返回已经关联过的图层(已关联图层不再处理)
        /// </summary>
        /// <param name="layerNode"></param>
        /// <returns></returns>
        public abstract void ParseAndAttachUIElements();

        /// <summary>
        /// 获取UI依赖的LayerNodes
        /// </summary>
        /// <returns></returns>
        public abstract PsdLayerNode[] GetDependencies();
        /// <summary>
        /// 把UI实例进行UI元素初始化
        /// </summary>
        /// <param name="uiRoot"></param>
        protected abstract void InitUIElements(GameObject uiRoot);
        /// <summary>
        /// 筛选出UI依赖的非空LayerNode
        /// </summary>
        /// <param name="nodes"></param>
        /// <returns></returns>
        protected PsdLayerNode[] CalculateDependencies(params PsdLayerNode[] nodes)
        {
            if (nodes == null || nodes.Length == 0) return null;

            for (int i = nodes.Length - 1; i >= 0; i--)
            {
                var node = nodes[i];
                if (node == null || node == LayerNode) ArrayUtility.RemoveAt(ref nodes, i);
            }
            return nodes;
        }
        internal GameObject CreateUI(GameObject uiInstance = null)
        {
            if ((int)this.LayerNode.UIType > UGUIParser.UITYPE_MAX || LayerNode.UIType == GUIType.Null) return null;

            if (uiInstance == null)
            {
                var rule = UGUIParser.Instance.GetRule(this.LayerNode.UIType);
                if (rule == null || rule.UIPrefab == null)
                {
                    Debug.LogWarning($"创建UI类型{LayerNode.UIType}失败:Rule配置项不存在或UIPrefab为空");
                    return null;
                }
                uiInstance = GameObject.Instantiate(rule.UIPrefab, Vector3.zero, Quaternion.identity);
                if (LayerNode.IsMainUIType)
                {
                    uiInstance.name = this.name;
                    var key = uiInstance.GetOrAddComponent<UIStringKey>();
                    key.Key = this.gameObject.GetInstanceID().ToString();
                }
            }
            
            InitUIElements(uiInstance);
            return uiInstance;
        }

    }
}
#endif

1. Text解析器:

#if UNITY_EDITOR
using UnityEngine;

namespace UGF.EditorTools.Psd2UGUI
{
    [DisallowMultipleComponent]
    public class TextHelper : UIHelperBase
    {
        [SerializeField] PsdLayerNode text;

        public override PsdLayerNode[] GetDependencies()
        {
            return CalculateDependencies(text);
        }

        public override void ParseAndAttachUIElements()
        {
            if (LayerNode.IsTextLayer(out var _))
            {
                text = LayerNode;
            }
            else
            {
                LayerNode.SetUIType(UGUIParser.Instance.DefaultImage);
            }
        }

        protected override void InitUIElements(GameObject uiRoot)
        {
            var textCom = uiRoot.GetComponentInChildren<UnityEngine.UI.Text>();
            UGUIParser.SetTextStyle(text, textCom);

            UGUIParser.SetRectTransform(text, textCom);
        }
    }
}
#endif

从ps文本图层获取文本字体、字号、颜色、字间距等信息,然后从Unity工程中查找对应的字体文件并赋值给Text组件:

internal bool ParseTextLayerInfo(out string text, out int fontSize, out float characterSpace, out float lineSpace, out Color fontColor, out UnityEngine.FontStyle fontStyle, out TMPro.FontStyles tmpFontStyle, out string fontName)
        {
            text = null; fontSize = 0; characterSpace = 0f; lineSpace = 0f; fontColor = Color.white; fontStyle = FontStyle.Normal; tmpFontStyle = TMPro.FontStyles.Normal; fontName = null;
            if (IsTextLayer(out var txtLayer))
            {
                text = txtLayer.Text;
                fontSize = (int)txtLayer.Font.Size;
                fontColor = new Color(txtLayer.TextColor.R, txtLayer.TextColor.G, txtLayer.TextColor.B, txtLayer.Opacity) / (float)255;
                if (txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Bold) && txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Italic))
                {
                    fontStyle = UnityEngine.FontStyle.BoldAndItalic;
                }
                else if (txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Bold))
                {
                    fontStyle = UnityEngine.FontStyle.Bold;

                }
                else if (txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Italic))
                {
                    fontStyle = UnityEngine.FontStyle.Italic;
                }
                else
                {
                    fontStyle = UnityEngine.FontStyle.Normal;
                }

                if (txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Italic))
                {
                    tmpFontStyle |= TMPro.FontStyles.Italic;
                }
                if (txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Bold))
                {
                    tmpFontStyle |= TMPro.FontStyles.Bold;
                }
                if (txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Underline))
                {
                    tmpFontStyle |= TMPro.FontStyles.Underline;
                }
                if (txtLayer.Font.Style.HasFlag(Aspose.PSD.FontStyle.Strikeout))
                {
                    tmpFontStyle |= TMPro.FontStyles.Strikethrough;
                }
                fontName = txtLayer.Font.Name;
                if (txtLayer.TextData.Items.Length > 0)
                {
                    var txtData = txtLayer.TextData.Items[0];
                    characterSpace = txtData.Style.Tracking * 0.1f;
                    lineSpace = (float)txtData.Style.Leading * 0.1f;
                }
                return true;
            }
            return false;
        }

根据字体内部名查找ttf字体和TextMeshPro字体资源:

/// <summary>
        /// 根据字体名查找TMP_FontAsset
        /// </summary>
        /// <param name="fontName"></param>
        /// <returns></returns>
        public static TMP_FontAsset FindTMPFontAsset(string fontName)
        {
            var fontGuids = AssetDatabase.FindAssets("t:TMP_FontAsset");
            foreach (var guid in fontGuids)
            {
                var fontPath = AssetDatabase.GUIDToAssetPath(guid);
                var font = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(fontPath);
                if (font != null && font.faceInfo.familyName == fontName)
                {
                    return font;
                }
            }
            return null;
        }
        /// <summary>
        /// 根据字体名查找Font Asset
        /// </summary>
        /// <param name="fontName"></param>
        /// <returns></returns>
        public static UnityEngine.Font FindFontAsset(string fontName)
        {
            var fontGuids = AssetDatabase.FindAssets("t:font");
            foreach (var guid in fontGuids)
            {
                var fontPath = AssetDatabase.GUIDToAssetPath(guid);
                var font = AssetImporter.GetAtPath(fontPath) as TrueTypeFontImporter;
                if (font != null && font.fontTTFName == fontName)
                {
                    return AssetDatabase.LoadAssetAtPath<UnityEngine.Font>(fontPath);
                }
            }
            return null;
        }

2. Image解析器:

#if UNITY_EDITOR
using UnityEngine;

namespace UGF.EditorTools.Psd2UGUI
{
    [DisallowMultipleComponent]
    public class ImageHelper : UIHelperBase
    {
        [SerializeField] PsdLayerNode image;

        public override PsdLayerNode[] GetDependencies()
        {
            return CalculateDependencies(image);
        }

        public override void ParseAndAttachUIElements()
        {
            image = LayerNode;
        }

        protected override void InitUIElements(GameObject uiRoot)
        {
            var imgCom = uiRoot.GetComponentInChildren<UnityEngine.UI.Image>();
            UGUIParser.SetRectTransform(image,imgCom);
            imgCom.sprite = UGUIParser.LayerNode2Sprite(image, imgCom.type == UnityEngine.UI.Image.Type.Sliced);
        }
    }
}
#endif

自动把ps图层导出为Sprite资源,若Image为Sliced模式则自动计算并设置Sprite 9宫边界:

/// <summary>
        /// 把LayerNode图片保存到本地并返回
        /// </summary>
        /// <param name="layerNode"></param>
        /// <param name="auto9Slice">若没有设置Sprite的九宫,是否自动计算并设置九宫</param>
        /// <returns></returns>
        public static Sprite LayerNode2Sprite(PsdLayerNode layerNode, bool auto9Slice = false)
        {
            if (layerNode != null)
            {
                var spAssetName = layerNode.ExportImageAsset(true);
                var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(spAssetName);
                if (sprite != null)
                {
                    if (auto9Slice)
                    {
                        var spImpt = AssetImporter.GetAtPath(spAssetName) as TextureImporter;
                        var rawReadable = spImpt.isReadable;
                        if (!rawReadable)
                        {
                            spImpt.isReadable = true;
                            spImpt.SaveAndReimport();
                        }
                        if (spImpt.spriteBorder == Vector4.zero)
                        {
                            spImpt.spriteBorder = CalculateTexture9SliceBorder(sprite.texture, layerNode.BindPsdLayer.Opacity);
                            spImpt.isReadable = rawReadable;
                            spImpt.SaveAndReimport();
                        }
                    }
                    return sprite;
                }
            }
            return null;
        }

根据图片的Alpha通道计算出9宫边界,通常设置9宫边界还会考虑图片纹理因素,但程序难以智能识别,这里自动9宫只是适用于普通情况,还需要根据实际效果进行手动调整:

/// <summary>
        /// 自动计算贴图的 9宫 Border
        /// </summary>
        /// <param name="texture"></param>
        /// <param name="alphaThreshold">0-255</param>
        /// <returns></returns>
        public static Vector4 CalculateTexture9SliceBorder(Texture2D texture, byte alphaThreshold = 3)
        {
            int width = texture.width;
            int height = texture.height;

            Color32[] pixels = texture.GetPixels32();
            int minX = width;
            int minY = height;
            int maxX = 0;
            int maxY = 0;

            // 寻找不透明像素的最小和最大边界
            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    int pixelIndex = y * width + x;
                    Color32 pixel = pixels[pixelIndex];

                    if (pixel.a >= alphaThreshold)
                    {
                        minX = Mathf.Min(minX, x);
                        minY = Mathf.Min(minY, y);
                        maxX = Mathf.Max(maxX, x);
                        maxY = Mathf.Max(maxY, y);
                    }
                }
            }

            // 计算最优的borderSize
            int borderSizeX = (maxX - minX) / 3;
            int borderSizeY = (maxY - minY) / 3;
            int borderSize = Mathf.Min(borderSizeX, borderSizeY);

            // 根据边界和Border Size计算Nine Slice Border
            int left = minX + borderSize;
            int right = maxX - borderSize;
            int top = minY + borderSize;
            int bottom = maxY - borderSize;

            // 确保边界在纹理范围内
            left = Mathf.Clamp(left, 0, width - 1);
            right = Mathf.Clamp(right, 0, width - 1);
            top = Mathf.Clamp(top, 0, height - 1);
            bottom = Mathf.Clamp(bottom, 0, height - 1);

            return new Vector4(left, top, width - right, height - bottom);
        }

3. Dropdown解析器,对于多种元素组成的复合型、嵌套型UI,可以很好的支持,并且可以任意嵌套组合,没有限制和约束。例如Dropdown内包含了一个ScrollView和一个Toggle类型的Item,就可以直接用ScrollView Helper和Toggle Helper分别对其解析:

#if UNITY_EDITOR
using UnityEngine;
using UnityEngine.UI;

namespace UGF.EditorTools.Psd2UGUI
{
    [DisallowMultipleComponent]
    public class DropdownHelper : UIHelperBase
    {
        [SerializeField] PsdLayerNode background;
        [SerializeField] PsdLayerNode label;
        [SerializeField] PsdLayerNode arrow;
        [SerializeField] PsdLayerNode scrollView;
        [SerializeField] PsdLayerNode toggleItem;
        public override PsdLayerNode[] GetDependencies()
        {
            return CalculateDependencies(background, label, arrow, scrollView, toggleItem);
        }

        public override void ParseAndAttachUIElements()
        {
            background = LayerNode.FindSubLayerNode(GUIType.Background, GUIType.Image, GUIType.RawImage);
            label = LayerNode.FindSubLayerNode(GUIType.Dropdown_Label, GUIType.Text, GUIType.TMPText);
            arrow = LayerNode.FindSubLayerNode(GUIType.Dropdown_Arrow);
            scrollView = LayerNode.FindSubLayerNode(GUIType.ScrollView);
            toggleItem = LayerNode.FindSubLayerNode(GUIType.Toggle);
        }

        protected override void InitUIElements(GameObject uiRoot)
        {
            var dpd = uiRoot.GetComponent<Dropdown>();
            UGUIParser.SetRectTransform(background, dpd);
            var bgImg = dpd.targetGraphic as Image;
            bgImg.sprite = UGUIParser.LayerNode2Sprite(background, bgImg.type == Image.Type.Sliced) ?? bgImg.sprite;

            UGUIParser.SetTextStyle(label, dpd.captionText);
            UGUIParser.SetRectTransform(label, dpd.captionText);
            var arrowImg = dpd.transform.Find("Arrow")?.GetComponent<Image>();
            if (arrowImg != null)
            {
                UGUIParser.SetRectTransform(arrow, arrowImg);
                arrowImg.sprite = UGUIParser.LayerNode2Sprite(arrow, arrowImg.type == Image.Type.Sliced);
            }
            if (scrollView != null)
            {
                var svTmp = uiRoot.GetComponentInChildren<ScrollRect>(true).GetComponent<RectTransform>();
                if (svTmp != null)
                {
                    var sViewGo = scrollView.GetComponent<ScrollViewHelper>()?.CreateUI(svTmp.gameObject);
                    if (sViewGo != null)
                    {
                        var sViewRect = sViewGo.GetComponent<RectTransform>();
                        UGUIParser.SetRectTransform(scrollView, sViewRect);
                        sViewRect.anchorMin = Vector2.zero;
                        sViewRect.anchorMax = new Vector2(1, 0);
                        sViewRect.anchoredPosition = new Vector2(0, -2);
                    }
                    if (toggleItem != null)
                    {
                        var itemTmp = dpd.itemText != null ? dpd.itemText.transform.parent : null;
                        if (itemTmp != null)
                        {
                            toggleItem.GetComponent<ToggleHelper>()?.CreateUI(itemTmp.gameObject);
                        }
                    }
                }
            }
        }
    }
}
#endif

实现了每种基础UI元素的解析后就可以任意进行UI元素组合,例如Slider中包含Slider背景和填充条,在Slider中添加一个文本图层,解析出来后就是一个内涵Text文本的Slider进度条,解析前后的节点层级始终保持统一:

【Unity编辑器扩展】(三)PSD转UGUI Prefab, 一键拼UI解放美术/程序(完结),Unity,Unity游戏框架,ui,psd转ugui,自动拼UI【Unity编辑器扩展】(三)PSD转UGUI Prefab, 一键拼UI解放美术/程序(完结),Unity,Unity游戏框架,ui,psd转ugui,自动拼UI

由于篇幅原因其它UI类型的解析代码就不贴了,UGUI和TextMeshProGUI共16种UI类型全部完美支持。

最后,附上psd源文件效果图和一键生成的UGUI预制体效果对比图,运行时效果(左),psd原图(右):

【Unity编辑器扩展】(三)PSD转UGUI Prefab, 一键拼UI解放美术/程序(完结),Unity,Unity游戏框架,ui,psd转ugui,自动拼UI文章来源地址https://www.toymoban.com/news/detail-548231.html

 工具开源地址:https://github.com/sunsvip/PSD2UGUI_X

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