【Unity编辑器扩展】(二)PSD转UGUI Prefab, 图层解析和碎图导出

您所在的位置:网站首页 psd文件编辑器 【Unity编辑器扩展】(二)PSD转UGUI Prefab, 图层解析和碎图导出

【Unity编辑器扩展】(二)PSD转UGUI Prefab, 图层解析和碎图导出

2023-08-14 11:37| 来源: 网络整理| 查看: 265

 书接上回:【Unity编辑器扩展】(一)PSD转UGUI Prefab, Aspose.PSD和Harmony库的使用_TopGames的博客-CSDN博客

工具使用预览:

 工具目标:

1. 实现将psd解析生成为UI预制体,并导出UI图片。需支持UGUI和TextMeshProGUI, 如Button、Toggle、ScrollView、Text、Slider、Dropdown、Image、RawImage以及纯色填充图等UGUI元素(ps:纯色填充图:例如PS的纯色图层,通过调整Unity的Color可以达到相同效果,无需导出为纯色图片,以节省资源大小)

2. 要求工具使用简单便捷、并且能满足不同需求。支持自动解析类型和手动调节UI类型和层级。

3. 并且工具不能高度依赖或要求UI设计师必须遵守某种规范。

4. 工具只需要psd文件。不能依赖PS或Unity以外的第三方软件(目前已有的psd转ugui工具中通常依赖安装PS脚本,且对PS版本有严格要求,需强制UI设计师安装使用脚本,这很不方便且难以维护)

工具和工作流设计:

psd图层结构如图所示:

工具实现主要需解决以下问题:  1. 节点层级

从psd图层结构可以看出,psd图层与Unity Transform树状节点完全不同,psd只有"LayerGroup(组)"的概念,一个图层不能成为另一个图层的子图层,只能成为组的子图层。而UGUI对节点的层级有严格的要求,比如Button节点下通常会有个Text显示按钮文字,Text需作为Button的子节点进行布局。而psd中Button图片图层和文字图层无法以父子节点的形式存在。

所以,工具需要把psd图层解析为Unity 节点,每个节点绑定一个psd图层或组,这样程序就可以任意调整节点层级以满足自己的需求。

psd解析为Unity节点以支持层级调整

2. UI类型

psd图层类型最终只能归为两种,图片或文本。然而图片可以是Button、可以是Image,也可以是ScrollView的背景图,所以就需求为psd图层做类型标记,以便自动解析为对应的UI类型。图层名字是存放这一信息的最佳选择,但由于种种原因,你不能强制要求UI设计师遵守某种规范。

所以工具不能过于依赖UI设计师规范化,解析psd图层时先按照命名规范初始化UI类型,同时支持手动以下拉菜单的形式选择UI类型。

psd图层名称以.button(.btn)结尾命名规范,从而实现UI类型标记,如果没有标记则图像图层默认为常用的Image类型(可配RawImage),文本图层默认为Text类型(可配TextMeshProUGUI)。UI类型标识不区分大小写、并且支持自定义配置多种匹配字符,如:Button对应的标识可以配置为bt、btn、button等。

UI类型解析配置界面:

UI类型解析支持自由配置

通过图层命名规范标记UI类型

 3. 复合型UI类型

 例如ScrollView,有多个UI节点组成,一个ScrollView有背景图、Viewport遮罩图、水平滚动条/垂直滚动条(包含背景和滑块两张图)。这种情况就不是标记一个psd图层能够解决的了。因此可以当成一个组处理,比如把组当成ScrollView,ScrollView的背景图、遮罩图、滚动条对应的图层都包含在这个组中。

4. 实时预览

psd转ugui编辑界面需支持预览效果,如支持预览每个图层或组的图像、UI类型、是否导出图片等设置。

工具面板组成和功能

工作流总结:

1. 将psd文件导入Unity, 右键psd文件,选择Psd2UIForm Editor菜单,自动把psd解析为prefab节点树状图,并打开prefab

2. 若UI设计师未按照规范制作,可手动根据需求调节UI类型或UI层级(可选)

3. 点击扩展按钮,重新解析psd、导出碎图或生成UI界面prefab。(工具会自动记录psd文件最后修改时间,若发生变更,自动弹窗提示是否重新解析)

 功能实现: 一,图层解析(psd转节点树状图prefab)

由于PS图层没有树状节点的概念,只有LayerGroup(组)类似树状节点。并且图层遮挡顺序自下而上,与Unity节点相反。Aspose.PSD解析出的layers数组是根据psd图层栏自下而上遍历所有图层。并且如果下一图层属于其它组内图层,还会出现一个SectionDividerLayer层,然后继续遍历图层。而这个SectionDividerLayer作用类似开始标签,如和是组的开始/结束标签。

Aspose.PSD解析图层数组layers的顺序和索引如下:

1. 定义一个PsdLayerNode MonoBehavior脚本,用于关联到每个psd图层节点,每个PsdLayerNode绑定着一个PS图层(Layer)

2. 把psd文件解析为PsdLayerNode节点树状图:

/// /// 把Psd图层解析成节点prefab /// /// /// 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; Psd2UIFormConverter rootLayer; if (instanceRoot != null) { rootLayer = instanceRoot; //清空已有节点重新解析 for (int i = rootLayer.transform.childCount - 1; i >= 0; i--) { GameObject.DestroyImmediate(rootLayer.transform.GetChild(i).gameObject); } } else { rootLayer = CreatePsdLayerRoot(rootName); } rootLayer.SetPsdAsset(AssetDatabase.LoadAssetAtPath(psdFile)); rootLayer.psdAssetChangeTime = GetAssetChangeTag(psdFile); var psdOpts = new PsdLoadOptions() { LoadEffectsResource = true }; using (var psd = Aspose.PSD.Image.Load(psdFile, psdOpts) as PsdImage) { List layerNodes = new List { rootLayer.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; } } } 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 void SetPsdAsset(Sprite texture2D) { this.psdAsset = texture2D; if (string.IsNullOrWhiteSpace(this.uiFormName)) { this.uiFormName = this.psdAsset.name; } } /// /// 获取解析好的psd layers文件 /// /// /// 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(); 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(); layerNode.BindPsdLayerIndex = bindLayerIdx; InitLayerNodeData(layerNode, layer); return layerNode; } 二、显示预览图

事实上步骤一的解析只是把psd图层转换为可修改层级的GameObject节点,此时处于编辑阶段, 节点上也没有任何Render组件,并没有(也不应该)把图层导出成图片给节点显示。

编辑阶段还不明确用户需要导出图片的图层(而且若导出图片会触发Unity自动导入资源,影响体验),出于工具运行效率和用户体验的考量,不能直接生成图片文件。而是设计为用户首次点选节点时,把节点对应的图层转换为Texture2D实例以便预览,用户没点击的节点就不会转换。当点击导出碎图按钮时,标记为导出但没有转换为Texture2D实例的图层再执行转换操作。这样就大大提高了工具解析速度和效率。

1. 点选节点时,把psd图层的Bitmap转成Unity的Texture2D类型作为预览图(支持把psd整个组转换成一张图): /// /// 把psd图层转成Texture2D /// /// /// Texture2D public Texture2D ConvertPsdLayer2Texture2D() { if (BindPsdLayer == null || BindPsdLayer.Disposed) return null; var parentNode = transform.parent.GetComponent(); Rectangle bounds; if (parentNode == null || (this.LayerType == PsdLayerType.LayerGroup && parentNode.LayerType != PsdLayerType.LayerGroup)) { bounds = BindPsdLayer.GetFixedLayerBounds(); } else { bounds = BindPsdLayer.Bounds; } MemoryStream ms = new MemoryStream(); var pngOpt = new PngOptions() { ColorType = Aspose.PSD.FileFormats.Png.PngColorType.TruecolorWithAlpha }; BindPsdLayer.Save(ms, pngOpt, bounds); var buffer = new byte[ms.Length]; ms.Position = 0; ms.Read(buffer, 0, buffer.Length); Texture2D texture = new Texture2D(bounds.Width, bounds.Height); texture.alphaIsTransparency = true; texture.LoadImage(buffer); texture.Apply(); ms.Dispose(); return texture; }

这里把psd组转成一张图会有一个坑,当组为最外层组时,Aspose.PSD库无法获取正确的图片区域(Rectangle),导致生成的图片有位置偏移。为了绕过这个坑我是通过遍历计算组的所有子图层区域,从而得到一个合并区域:

/// /// 修复当LayerGroup为第一层时,对应Bounds错位 /// /// /// public static Rectangle GetFixedLayerBounds(this Layer layerGroup) { if (layerGroup.GetLayerType() != PsdLayerType.LayerGroup) { return layerGroup.Bounds; } //根据子图层算出包围所有子图层的最小包围盒 var subLayers = (layerGroup as LayerGroup).Layers; int minLeft = int.MaxValue; int minTop = int.MaxValue; int maxRight = int.MinValue; int maxBottom = int.MinValue; foreach (var item in subLayers) { var itemTp = item.GetLayerType(); if (itemTp == PsdLayerType.Unknown || itemTp == PsdLayerType.LayerGroup || itemTp == PsdLayerType.SectionDividerLayer) continue; var itemBounds = item.Bounds; if (item.Left < minLeft) minLeft = item.Left; if (item.Top < minTop) minTop = item.Top; if (item.Right > maxRight) maxRight = item.Right; if (item.Bottom > maxBottom) maxBottom = item.Bottom; } //var result = new Rectangle(new Point(minLeft, minTop), new Size(maxRight - minLeft, maxBottom - minTop)); var result = new Rectangle() { Top = minTop, Left = minLeft, Right = maxRight, Bottom = maxBottom }; return result; }

2. 重写HasPreviewGUI、OnPreviewGUI、GetInfoString函数以自定义显示Inspector面板的预览界面: [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); } } serializedObject.ApplyModifiedProperties(); } public override bool HasPreviewGUI() { return targetLogic.PreviewTexture != null; } public override void OnPreviewGUI(Rect r, GUIStyle background) { GUI.DrawTexture(r, targetLogic.PreviewTexture, ScaleMode.ScaleToFit); //base.OnPreviewGUI(r, background); } public override string GetInfoString() { //var size = targetLogic.PreviewTexture.Size(); return targetLogic.LayerInfo; } } 点击节点预览图层

3. Scene界面显示图层边界debug框

PS的坐标系左上角为原点(0,0),而Unity Scene界面坐标系原点为视口中心。把Aspose.PSD Rectangle转换为Unity Rect:

/// /// 获取psd图层的Rect边框(Unity坐标系) /// /// /// public static Rect GetLayerRect(this Layer layer) { var layerTp = layer.GetLayerType(); int left, right, top, bottom; if (layerTp == PsdLayerType.LayerGroup) { var bounds = layer.GetFixedLayerBounds(); left = bounds.Left; right = bounds.Right; top = bounds.Top; bottom = bounds.Bottom; } else { left = layer.Left; right = layer.Right; top = layer.Top; bottom = layer.Bottom; } float halfWidth = Mathf.Abs(right - left) * 0.5f; float halfHeight = Mathf.Abs(bottom - top) * 0.5f; var canvasSize = layer.Container.Size; Rect result = new Rect(left + halfWidth - canvasSize.Width * 0.5f, canvasSize.Height - (top + halfHeight) - canvasSize.Height * 0.5f, right - left, bottom - top); return result; }

 为PsdLayerNode写一个CustomEditor,当点选节点时就会触发OnEnable方法,在首次OnEnable时生成预览Texture2D:

[CanEditMultipleObjects] [CustomEditor(typeof(PsdLayerNode))] public class PsdLayerNodeInspector : Editor { PsdLayerNode targetLogic; private void OnEnable() { targetLogic = target as PsdLayerNode; targetLogic.RefreshLayerTexture(); } } [ExecuteInEditMode] [DisallowMultipleComponent] public class PsdLayerNode : MonoBehaviour { [ReadOnlyField] public int BindPsdLayerIndex = -1; [ReadOnlyField][SerializeField] PsdLayerType mLayerType = PsdLayerType.Unknown; [SerializeField] public bool ExportImage; [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; } /// /// 绑定的psd图层 /// private Layer mBindPsdLayer; public Layer BindPsdLayer { get => mBindPsdLayer; set { mBindPsdLayer = value; mLayerType = mBindPsdLayer.GetLayerType(); LayerRect = mBindPsdLayer.GetLayerRect(); LayerInfo = $"{LayerRect}"; } } 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; } }

 在根节点的Psd2UIFormConverter脚本的OnGizmos方法中统一绘制所有图层节点边框:

private void OnDrawGizmos() { if (drawLayerRectGizmos) { var nodes = this.GetComponentsInChildren(); Gizmos.color = drawLayerRectGizmosColor; foreach (var item in nodes) { if (item.NeedExportImage()) { Gizmos.DrawWireCube(item.LayerRect.position * 0.01f, item.LayerRect.size * 0.01f); } } } } 图层区域debug框

三,导出UI碎图 

 可通过勾选控制需要导出的图片,被其它UI元素引用的图层即使不勾选也会导出图片。导出的图片Unity默认为Texture类型,所以还需要用代码转换为Sprite类型。

 代码实现:

/// /// 导出psd图层为Sprites碎图 /// /// internal void ExportSprites() { var exportLayers = this.GetComponentsInChildren().Where(node => node.NeedExportImage()); var exportDir = UtilityBuiltin.ResPath.GetCombinePath(Path.GetDirectoryName(PsdAssetName), this.uiFormName); if (!Directory.Exists(exportDir)) { Directory.CreateDirectory(exportDir); } int exportIdx = 1; int totalCount = exportLayers.Count(); foreach (var layer in exportLayers) { if (layer.RefreshLayerTexture()) { var bytes = layer.PreviewTexture.EncodeToPNG(); var imgName = string.IsNullOrWhiteSpace(layer.name) ? $"UI_Layer_{layer.BindPsdLayerIndex}" : layer.name; var imgFileName = UtilityBuiltin.ResPath.GetCombinePath(exportDir, imgName + ".png"); if (File.Exists(imgFileName)) { imgFileName = UtilityBuiltin.ResPath.GetCombinePath(exportDir, imgName + $"_{layer.BindPsdLayerIndex}.png"); } EditorUtility.DisplayProgressBar($"导出({exportIdx}/{totalCount})", $"导出Image文件:{imgFileName}", exportIdx / (float)totalCount); File.WriteAllBytes(imgFileName, bytes); } } EditorUtility.ClearProgressBar(); AssetDatabase.Refresh(); ConvertTextureToUIByDir(exportDir); } /// /// 把指定目录下所有Texture转换为Sprite类型 /// /// public static void ConvertTextureToUIByDir(string dir) { var guidArr = AssetDatabase.FindAssets("t:Texture", new string[] { dir }); foreach (var item in guidArr) { var assetName = AssetDatabase.GUIDToAssetPath(item); var texImporter = AssetImporter.GetAtPath(assetName) as TextureImporter; if (texImporter == null) continue; texImporter.textureType = TextureImporterType.Sprite; texImporter.spriteImportMode = SpriteImportMode.Single; texImporter.alphaSource = TextureImporterAlphaSource.FromInput; texImporter.alphaIsTransparency = true; texImporter.mipmapEnabled = false; texImporter.SaveAndReimport(); } }  工具开源地址:https://github.com/sunsvip/PSD2UGUI_X 


【本文地址】


今日新闻


推荐新闻


CopyRight 2018-2019 办公设备维修网 版权所有 豫ICP备15022753号-3