功能介紹:
1. 壓縮工具支持對圖片原文件壓縮(支持png/jpg),也支持使用Unity內(nèi)置圖片壓縮批量對圖片設(shè)置壓縮參數(shù)。
2. 支持以文件夾或及其子文件夾為單位批量生成圖集(SpriteAtlas), 支持同時(shí)生成圖集變體(SpriteAtlas Variant),支持忽略像素寬高大于限定值的圖片打進(jìn)圖集。
3. 批量給現(xiàn)有圖集(SpriteAtlas)生成圖集變體,生成圖集變體后可以調(diào)整圖集的縮放
4. 動(dòng)畫壓縮,降低animation clip序列化文件的浮點(diǎn)型精度,保留較少的小數(shù)以降低文件大小。
工具預(yù)覽:
工具完整代碼參見開源框架GF_HybridCLR
圖片無疑是游戲資源大戶,無論數(shù)量還是文件大小占比都非常高。使用TinyPng等壓縮工具壓縮,近乎瘋狂的壓縮比,通常可以將圖片文件大小降低70%左右。
對于Cocos2d-x時(shí)代的項(xiàng)目通常都會(huì)使用TinyPng進(jìn)行圖片壓縮。
然而對于Unity來說,壓縮圖片雖然能大幅降低圖片文件大小,但是最終打出的包(AssetBundle或Addressables)文件大小并不會(huì)明顯降低,甚至?xí)葔嚎s圖片前還大。這是因?yàn)閁nity針對不同平臺(tái)都有對應(yīng)的圖片壓縮模式,無論你再怎么壓縮,Unity導(dǎo)入圖片或打包時(shí)都會(huì)再次使用對應(yīng)平臺(tái)的壓縮方式重新壓縮圖片,這就導(dǎo)致在圖片分辨率不變的情況下,最終打包后的資源大小并不能有效降低。

但是。。。沒錯(cuò),還有但是,對于龐大的項(xiàng)目來說,合理壓縮圖片原文件可以有效降低工程大小,提高打開工程的加載速度等。然后通過工具的Unity內(nèi)置圖片壓縮批量操作可以快速方便設(shè)置圖片壓縮參數(shù)。
AssetBundle提供了LZ4和LZMA兩種壓縮方式:
LZ4: 壓縮/解壓較快,壓縮后的文件大。適用于在線壓縮/解壓、網(wǎng)絡(luò)數(shù)據(jù)等需要頻繁壓縮/解壓的情況。
LZMA: 壓縮/解壓較慢,壓縮后的文件小。適用于對文件大小要求高,且不頻繁壓縮/解壓的情況。
以上兩種壓縮再結(jié)合GF的額外壓縮,又能進(jìn)一步降低包體大小。當(dāng)然,也需要根據(jù)需求平衡文件加載速度和文件資源大小的取舍。
模式一:圖片原文件壓縮模式
一,圖片原文件壓縮工具功能設(shè)計(jì):
?1. 壓縮算法的選擇:
tinypng在線壓縮 + pngquant和ImageSharp離線壓縮:
tinypng壓縮比極高,支持png/jpg/webp, 并且提供了包括.Net的多種編程語言API支持,適合做批處理。但是,tinypng需要上傳圖片到服務(wù)器,壓縮完后還要下載壓縮后的圖片。圖片較大較多時(shí)處理過程會(huì)巨慢。如果有離線壓縮算法就完美了,離線壓縮庫使用的是pngquant和ImageSharp,都是開源壓縮算法:
pngquant: 只支持png壓縮,對png的壓縮比接近tinypng;也可從官網(wǎng)可以下載命令行工具,支持windows和mac;
ImageSharp:C#實(shí)現(xiàn),跨平臺(tái)。對jpg的壓縮比tinypng還要好。
Tinypng API :?TinyPNG – API Reference
?2. 添加需要壓縮的文件/文件夾,并在列表中顯示已經(jīng)添加的文件/文件夾,支持添加/刪除:
如上圖,用戶可以點(diǎn)擊列表的"+"號(hào)彈出Unity自帶的資源選擇界面(支持選擇文件夾/圖片文件),
但是Unity自帶選擇界面僅支持單選,所以還需要做個(gè)拖拽功能以支持批量添加。
3. 壓縮設(shè)置項(xiàng):
對于tinypng,需要注冊序列號(hào),每個(gè)序列號(hào)可以免費(fèi)壓縮500張。可以一次配置多個(gè)序列號(hào),壓縮時(shí)取首行序列號(hào)。
離線壓縮:對于png格式,勾選離線壓縮后使用pngquant本地壓縮。
覆蓋原圖片:勾選后壓縮后的圖片直接覆蓋原圖。
壓縮質(zhì)量(僅對pngquant離線壓縮有效):為區(qū)間數(shù)值(min, max),當(dāng)壓縮質(zhì)量小于min時(shí)則不對該圖片壓縮,其實(shí)就是為了把圖片控制在一定質(zhì)量范圍,不至于太糊。
快壓等級:等級越高,壓縮處理速度越快,但壓縮比隨之小幅降低。一般為了極致壓縮比會(huì)把快壓等級調(diào)到最低。
輸出路徑:壓縮后的圖片存放路徑。
備份路徑:點(diǎn)擊備份會(huì)自動(dòng)把當(dāng)前選擇的原圖備份到指定目錄,以便后續(xù)還原需求。
4. 功能:
功能按鈕包含壓縮、備份、還原、保存當(dāng)前設(shè)置。
二,功能實(shí)現(xiàn):
下載tinypng壓縮庫:可以在Visual Studio的NuGet中搜索下載tinypng庫,然后把dll放入U(xiǎn)nity工程。
?下載pngquant命令行版(有Window,Mac版本),放入U(xiǎn)nity工程。
1. tinypng在線壓縮:
/// <summary>
/// 使用TinyPng在線壓縮,支持png,jpg,webp
/// </summary>
private async Task<bool> CompressOnlineAsync(string imgFileName, string outputFileName)
{
if (string.IsNullOrWhiteSpace(TinifyAPI.Tinify.Key))
{
return false;
}
var srcImg = TinifyAPI.Tinify.FromFile(imgFileName);
await srcImg.ToFile(outputFileName);
return srcImg.IsCompletedSuccessfully;
}
?2. pngquant和ImageSharp本地壓縮:
/// <summary>
/// 使用ImageSharp壓縮jpg圖片
/// </summary>
/// <param name="imgFileName"></param>
/// <param name="outputFileName"></param>
/// <returns></returns>
private static bool CompressJpgOffline(string imgFileName, string outputFileName)
{
using (var img = SixLabors.ImageSharp.Image.Load(imgFileName))
{
var encoder = new SixLabors.ImageSharp.Formats.Jpeg.JpegEncoder()
{
Quality = (int)AppBuildSettings.Instance.CompressImgToolQualityLv
};
using (var outputStream = new FileStream(outputFileName, FileMode.Create))
{
img.Save(outputStream, encoder);
}
}
return true;
}
/// <summary>
/// 使用pngquant壓縮png圖片
/// </summary>
/// <param name="imgFileName"></param>
/// <param name="outputFileName"></param>
/// <returns></returns>
private static bool CompressPngOffline(string imgFileName, string outputFileName)
{
string pngquant = Path.Combine(Directory.GetParent(Application.dataPath).FullName, pngquantTool);
StringBuilder strBuilder = new StringBuilder();
strBuilder.AppendFormat(" --force --quality {0}-{1}", (int)AppBuildSettings.Instance.CompressImgToolQualityMinLv, (int)AppBuildSettings.Instance.CompressImgToolQualityLv);
strBuilder.AppendFormat(" --speed {0}", AppBuildSettings.Instance.CompressImgToolFastLv);
strBuilder.AppendFormat(" --output \"{0}\"", outputFileName);
strBuilder.AppendFormat(" -- \"{0}\"", imgFileName);
var proceInfo = new System.Diagnostics.ProcessStartInfo(pngquant, strBuilder.ToString());
proceInfo.CreateNoWindow = true;
proceInfo.UseShellExecute = false;
bool success;
using (var proce = System.Diagnostics.Process.Start(proceInfo))
{
proce.WaitForExit();
success = proce.ExitCode == 0;
if (!success)
{
Debug.LogWarningFormat("離線壓縮圖片:{0}失敗,ExitCode:{1}", imgFileName, proce.ExitCode);
}
}
return success;
}
3. 彈出Unity編輯器內(nèi)置資源選擇窗口:
?通過反射調(diào)用Unity編輯器內(nèi)置選文件窗口,需要注意反射調(diào)用不支持重載函數(shù),所以需要把參數(shù)填寫完整才能成功調(diào)用:
public class EditorUtilityExtension
{
/// <summary>
/// 選擇相對工程路徑文件夾
/// </summary>
/// <param name="title">標(biāo)題</param>
/// <param name="relativePath">默認(rèn)打開的路徑(相對路徑)</param>
/// <returns></returns>
public static string OpenRelativeFolderPanel(string title, string relativePath)
{
var rootPath = Directory.GetParent(Application.dataPath).FullName;
var curFullPath = Path.Combine(rootPath, relativePath);
var selectPath = EditorUtility.OpenFolderPanel(title, curFullPath, curFullPath);
return string.IsNullOrWhiteSpace(selectPath) ? selectPath : Path.GetRelativePath(rootPath, selectPath);
}
/// <summary>
/// 打開UnityEditor內(nèi)置文件選擇界面
/// </summary>
/// <param name="assetTp"></param>
/// <param name="searchFilter"></param>
/// <param name="onObjectSelectorClosed"></param>
/// <param name="objectSelectorID"></param>
/// <returns></returns>
public static bool OpenAssetSelector(Type assetTp, string searchFilter = null, Action<UnityEngine.Object> onObjectSelectorClosed = null, int objectSelectorID = 0)
{
var objSelector = Utility.Assembly.GetType("UnityEditor.ObjectSelector");
var objSelectorInst = objSelector?.GetProperty("get", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public)?.GetValue(objSelector);
if (objSelectorInst == null) return false;
var objSelectorInstTp = objSelectorInst.GetType();
var showFunc = objSelectorInstTp.GetMethod("Show", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance, null, new System.Type[] { typeof(UnityEngine.Object), typeof(Type), typeof(UnityEngine.Object), typeof(bool), typeof(List<int>), typeof(Action<UnityEngine.Object>), typeof(Action<UnityEngine.Object>) }, null);
if (showFunc == null) return false;
showFunc.Invoke(objSelectorInst, new object[] { null, assetTp, null, false, null, onObjectSelectorClosed, null });
if (!string.IsNullOrEmpty(searchFilter))
{
objSelectorInstTp.GetProperty("searchFilter", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance).SetValue(objSelectorInst, searchFilter);
}
objSelectorInstTp.GetField("objectSelectorID", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance).SetValue(objSelectorInst, objectSelectorID);
return true;
}
}
4. 拖拽批量添加功能:
private void DrawDropArea()
{
var dragRect = EditorGUILayout.BeginVertical("box");
{
GUILayout.FlexibleSpace();
EditorGUILayout.LabelField(dragAreaContent, centerLabelStyle);
if (dragRect.Contains(Event.current.mousePosition))
{
if (Event.current.type == EventType.DragUpdated)
{
DragAndDrop.visualMode = DragAndDropVisualMode.Generic;
}
else if (Event.current.type == EventType.DragExited)
{
if (DragAndDrop.objectReferences != null && DragAndDrop.objectReferences.Length > 0)
{
OnItemsDrop(DragAndDrop.objectReferences);
}
}
}
GUILayout.FlexibleSpace();
EditorGUILayout.EndVertical();
}
}
/// <summary>
/// 拖拽松手
/// </summary>
/// <param name="objectReferences"></param>
/// <exception cref="NotImplementedException"></exception>
private void OnItemsDrop(UnityEngine.Object[] objectReferences)
{
foreach (var item in objectReferences)
{
if (CheckItemType(item) == ItemType.NoSupport)
{
Debug.LogWarningFormat("添加失敗! 不支持的文件格式:{0}", AssetDatabase.GetAssetPath(item));
continue;
}
AddItem(item);
}
}
模式二:Unity內(nèi)置壓縮批處理
?1. 通過編輯器腳本批量修改圖片TextureImporter屬性:
?通過下面代碼可以獲取上圖紅色區(qū)域的設(shè)置參數(shù):
var texSetting = new TextureImporterSettings();
texImporter.ReadTextureSettings(texSetting);
?通過下面代碼可以獲取針對各個(gè)平臺(tái)的設(shè)置參數(shù):
var texImporter = AssetImporter.GetAtPath(assetName) as TextureImporter;
var texPlatformSetting = texImporter.GetPlatformTextureSettings(EditorUserBuildSettings.activeBuildTarget.ToString());
?需要注意的是,不同平臺(tái)支持的圖片壓縮方式(Format)不同,可以通過反射調(diào)用Unity內(nèi)置API獲取對應(yīng)平臺(tái)支持的所有Format類型以供下拉選擇:
var getOptionsFunc = Utility.Assembly.GetType("UnityEditor.TextureImportValidFormats").GetMethod("GetPlatformTextureFormatValuesAndStrings", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public);
var paramsObjs = new object[] { TextureImporterType.Sprite, EditorUserBuildSettings.activeBuildTarget, null, null };
getOptionsFunc.Invoke(null, paramsObjs);
var formatValues = paramsObjs[2] as int[];
var formatDisplayOptions = paramsObjs[3] as string[];
...
//Format
EditorGUILayout.BeginHorizontal();
{
overrideFormat = EditorGUILayout.ToggleLeft("Format", overrideFormat, GUILayout.Width(150));
EditorGUI.BeginDisabledGroup(!overrideFormat);
{
compressPlatformSettings.format = (TextureImporterFormat)EditorGUILayout.IntPopup((int)compressPlatformSettings.format, formatDisplayOptions, formatValues);
EditorGUI.EndDisabledGroup();
}
EditorGUILayout.EndHorizontal();
}
2. 通過EditorUtility.FormatBytes(UnityEditor.TextureUtil.GetStorageMemorySizeLong(texture))方法可以獲取到對應(yīng)壓縮格式的文件占用大小,這樣就可以通過自動(dòng)比對篩選出最合適的壓縮格式。此方法不是公開方法,需要通過反射調(diào)用。
3. 編輯器代碼判斷貼圖是否符合壓縮格式要求
?
比如ETC2要求圖片像素寬高必須是4的倍數(shù),Crunch格式要求圖片寬高必須為POT(即2的N次方),對于不支持的壓縮的貼圖Unity還給了貼心警告,壓縮失敗時(shí)壓縮格式會(huì)回滾到默認(rèn)的通用格式,會(huì)造成貼圖大小不降反升。所以需要判斷貼圖是否壓縮成功,如果失敗了就設(shè)置一個(gè)相對通用的壓縮格式。
遺憾的是在Unity開源代碼中并沒有找到直接獲取是否壓縮成功的方法,但是可以通過判斷是否有警告字符以判斷是否壓縮成功:
/// <summary>
/// 檢測貼圖是否適用壓縮格式
/// </summary>
/// <param name="texImporter"></param>
/// <param name="warning"></param>
/// <returns></returns>
bool CheckTexFormatValid(TextureImporter texImporter, out string warning)
{
var impWarningFunc = texImporter.GetType().GetMethod("GetImportWarnings", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
warning = impWarningFunc.Invoke(texImporter, null) as string;
return string.IsNullOrWhiteSpace(warning);
}
模式三:創(chuàng)建圖集,圖集變體
?功能需求:
1. 根據(jù)用戶選定的文件夾,支持以文件夾或文件夾及其子文件夾為單位批量創(chuàng)建圖集(每個(gè)文件夾生成一個(gè)圖集文件),并且支持忽略把像素寬/高大于限制大小的圖片打進(jìn)圖集。
2. 創(chuàng)建AtlasVariant,AtlasVariant是用來按比例縮放SpriteAtlas的,用于資源大小優(yōu)化。勾選AtlasVariant后,生成圖集同時(shí)生成AtlasVariant。
3. 其他圖集設(shè)置參數(shù),同圖集的Inspector設(shè)置面板。
需要注意的是SpriteAtlas目前有v1和v2兩個(gè)版本,圖集格式分別為spriteatlas和spriteatlasv2:
?兩個(gè)版本的圖集創(chuàng)建方法不同, v1是SpriteAtlas,v2是SpriteAtlasAsset,可通過EditorSettings.spritePackerMode獲取當(dāng)前使用的圖集版本。
使用編輯器代碼創(chuàng)建圖集(SpriteAtlas),支持v1和v2:
/// <summary>
/// 創(chuàng)建圖集
/// </summary>
/// <param name="atlasFilePath"></param>
/// <param name="settings"></param>
/// <param name="objectsForPack"></param>
/// <param name="createAtlasVariant"></param>
/// <param name="atlasVariantScale"></param>
/// <returns></returns>
public static SpriteAtlas CreateAtlas(string atlasName, AtlasSettings settings, UnityEngine.Object[] objectsForPack, bool createAtlasVariant = false, float atlasVariantScale = 1f)
{
CreateEmptySpriteAtlas(atlasName);
SpriteAtlas result;
if (EditorSettings.spritePackerMode == SpritePackerMode.SpriteAtlasV2)
{
var atlas = SpriteAtlasAsset.Load(atlasName);
atlas.SetIncludeInBuild(settings.includeInBuild ?? true);
atlas.Add(objectsForPack);
var packSettings = atlas.GetPackingSettings();
var texSettings = atlas.GetTextureSettings();
var platformSettings = atlas.GetPlatformSettings(EditorUserBuildSettings.activeBuildTarget.ToString());
ModifySpriteAtlasSettings(settings, ref packSettings, ref texSettings, ref platformSettings);
atlas.SetPackingSettings(packSettings);
atlas.SetTextureSettings(texSettings);
atlas.SetPlatformSettings(platformSettings);
SpriteAtlasAsset.Save(atlas, atlasName);
result = AssetDatabase.LoadAssetAtPath<SpriteAtlas>(atlasName);
}
else
{
var atlas = AssetDatabase.LoadAssetAtPath<SpriteAtlas>(atlasName);
atlas.SetIncludeInBuild(settings.includeInBuild ?? true);
atlas.Add(objectsForPack);
var packSettings = atlas.GetPackingSettings();
var texSettings = atlas.GetTextureSettings();
var platformSettings = atlas.GetPlatformSettings(EditorUserBuildSettings.activeBuildTarget.ToString());
ModifySpriteAtlasSettings(settings, ref packSettings, ref texSettings, ref platformSettings);
atlas.SetPackingSettings(packSettings);
atlas.SetTextureSettings(texSettings);
atlas.SetPlatformSettings(platformSettings);
result = atlas;
AssetDatabase.SaveAssets();
}
if (createAtlasVariant)
{
var atlasVarSets = new AtlasVariantSettings()
{
variantScale = atlasVariantScale,
readWrite = settings.readWrite,
mipMaps = settings.mipMaps,
sRGB = settings.sRGB,
filterMode = settings.filterMode,
texFormat = settings.texFormat,
compressQuality = settings.compressQuality
};
CreateAtlasVariant(result, atlasVarSets);
}
return result;
}
使用編輯器代碼為指定圖集創(chuàng)建圖集變體:
/// <summary>
/// 根據(jù)圖集對象生成圖集變體
/// </summary>
/// <param name="atlas"></param>
/// <param name="settings"></param>
/// <returns></returns>
public static SpriteAtlas CreateAtlasVariant(SpriteAtlas atlasMaster, AtlasVariantSettings settings)
{
if (atlasMaster == null || atlasMaster.isVariant) return atlasMaster;
var atlasFileName = AssetDatabase.GetAssetPath(atlasMaster);
if (string.IsNullOrEmpty(atlasFileName))
{
Debug.LogError($"atlas '{atlasMaster.name}' is not a asset file.");
return null;
}
var atlasVariantName = UtilityBuiltin.ResPath.GetCombinePath(Path.GetDirectoryName(atlasFileName), $"{Path.GetFileNameWithoutExtension(atlasFileName)}_Variant{Path.GetExtension(atlasFileName)}");
SpriteAtlas varAtlas;
if (EditorSettings.spritePackerMode == SpritePackerMode.SpriteAtlasV2)
{
var atlas = SpriteAtlasAsset.Load(atlasFileName);
atlas.SetIncludeInBuild(false);
var packSettings = atlas.GetPackingSettings();
var texSettings = atlas.GetTextureSettings();
var platformSettings = atlas.GetPlatformSettings(EditorUserBuildSettings.activeBuildTarget.ToString());
ModifySpriteAtlasSettings(settings, ref packSettings, ref texSettings, ref platformSettings);
atlas.SetPackingSettings(packSettings);
atlas.SetTextureSettings(texSettings);
atlas.SetPlatformSettings(platformSettings);
SpriteAtlasAsset.Save(atlas, atlasFileName);
CreateEmptySpriteAtlas(atlasVariantName);
var tmpVarAtlas = SpriteAtlasAsset.Load(atlasVariantName);
tmpVarAtlas.SetIncludeInBuild(true);
tmpVarAtlas.SetIsVariant(true);
packSettings = tmpVarAtlas.GetPackingSettings();
texSettings = tmpVarAtlas.GetTextureSettings();
platformSettings = tmpVarAtlas.GetPlatformSettings(EditorUserBuildSettings.activeBuildTarget.ToString());
ModifySpriteAtlasSettings(settings, ref packSettings, ref texSettings, ref platformSettings);
tmpVarAtlas.SetPackingSettings(packSettings);
tmpVarAtlas.SetTextureSettings(texSettings);
tmpVarAtlas.SetPlatformSettings(platformSettings);
tmpVarAtlas.SetMasterAtlas(atlasMaster);
tmpVarAtlas.SetVariantScale(settings.variantScale);
SpriteAtlasAsset.Save(tmpVarAtlas, atlasVariantName);
varAtlas = AssetDatabase.LoadAssetAtPath<SpriteAtlas>(atlasVariantName);
}
else
{
var atlas = AssetDatabase.LoadAssetAtPath<SpriteAtlas>(atlasFileName);
atlas.SetIncludeInBuild(false);
var packSettings = atlas.GetPackingSettings();
var texSettings = atlas.GetTextureSettings();
var platformSettings = atlas.GetPlatformSettings(EditorUserBuildSettings.activeBuildTarget.ToString());
ModifySpriteAtlasSettings(settings, ref packSettings, ref texSettings, ref platformSettings);
atlas.SetPackingSettings(packSettings);
atlas.SetTextureSettings(texSettings);
atlas.SetPlatformSettings(platformSettings);
CreateEmptySpriteAtlas(atlasVariantName);
var tmpVarAtlas = AssetDatabase.LoadAssetAtPath<SpriteAtlas>(atlasVariantName);
tmpVarAtlas.SetIncludeInBuild(true);
tmpVarAtlas.SetIsVariant(true);
packSettings = tmpVarAtlas.GetPackingSettings();
texSettings = tmpVarAtlas.GetTextureSettings();
platformSettings = tmpVarAtlas.GetPlatformSettings(EditorUserBuildSettings.activeBuildTarget.ToString());
ModifySpriteAtlasSettings(settings, ref packSettings, ref texSettings, ref platformSettings);
tmpVarAtlas.SetPackingSettings(packSettings);
tmpVarAtlas.SetTextureSettings(texSettings);
tmpVarAtlas.SetPlatformSettings(platformSettings);
tmpVarAtlas.SetMasterAtlas(atlasMaster);
tmpVarAtlas.SetVariantScale(settings.variantScale);
AssetDatabase.SaveAssets();
varAtlas = tmpVarAtlas;
}
return varAtlas;
}
模式四:Animation Clip動(dòng)畫文件大小優(yōu)化
原理非常簡單,動(dòng)畫文件的位置、旋轉(zhuǎn)、縮放等數(shù)據(jù)以浮點(diǎn)型保存在動(dòng)畫文件,默認(rèn)精度太高,保留了一大串小數(shù)點(diǎn)后的數(shù)字,實(shí)際上不需要精度過大,保留3位小數(shù)即可。降低浮點(diǎn)型精度可以降低動(dòng)畫文件大小以減少打包后包體大小。
我這里直接偷懶使用正則匹配動(dòng)畫文件里的小數(shù)并降低小數(shù)的精度(注意,此方式只適用于Asset Serialization位Force Text模式,不支持Force Binary,Unity工程默認(rèn)是Force Text模式):文章來源:http://www.zghlxwxcb.cn/news/detail-409666.html
public static void OptimizeAnimationClips(List<string> list, int precision)
{
string pattern = $"(\\d+\\.[\\d]{{{precision},}})";
int totalCount = list.Count;
int finishCount = 0;
foreach (var itmName in list)
{
if (File.GetAttributes(itmName) != FileAttributes.ReadOnly)
{
if (Path.GetExtension(itmName).ToLower().CompareTo(".anim") == 0)
{
finishCount++;
if (EditorUtility.DisplayCancelableProgressBar(string.Format("壓縮浮點(diǎn)精度({0}/{1})", finishCount, totalCount), itmName, finishCount / (float)totalCount))
{
break;
}
var allTxt = File.ReadAllText(itmName);
// 將匹配到的浮點(diǎn)型數(shù)字替換為精確到3位小數(shù)的浮點(diǎn)型數(shù)字
string outputString = Regex.Replace(allTxt, pattern, match =>
float.Parse(match.Value).ToString($"F{precision}"));
File.WriteAllText(itmName, outputString);
Debug.LogFormat("----->壓縮動(dòng)畫浮點(diǎn)精度:{0}", itmName);
}
}
}
EditorUtility.ClearProgressBar();
AssetDatabase.Refresh();
}
?工具的功能代碼:文章來源地址http://www.zghlxwxcb.cn/news/detail-409666.html
using UnityEditor.U2D;
using UnityEditor;
using UnityEngine;
using UnityEngine.U2D;
using System.IO;
using System.Text;
using System.Threading.Tasks;
using TinifyAPI;
using SixLabors.ImageSharp.Processing;
using SixLabors.ImageSharp;
using GameFramework;
using System.Collections.Generic;
using System.Text.RegularExpressions;
namespace UGF.EditorTools
{
public class AtlasSettings : IReference
{
public bool? includeInBuild = null;
public bool? allowRotation = null;
public bool? tightPacking = null;
public bool? alphaDilation = null;
public int? padding = null;
public bool? readWrite = null;
public bool? mipMaps = null;
public bool? sRGB = null;
public FilterMode? filterMode = null;
public int? maxTexSize = null;
public TextureImporterFormat? texFormat = null;
public int? compressQuality = null;
public virtual void Clear()
{
includeInBuild = null;
allowRotation = null;
tightPacking = null;
alphaDilation = null;
padding = null;
readWrite = null;
mipMaps = null;
sRGB = null;
filterMode = null;
maxTexSize = null;
texFormat = null;
compressQuality = null;
}
}
public class AtlasVariantSettings : AtlasSettings
{
public float variantScale = 0.5f;
public override void Clear()
{
base.Clear();
variantScale = 0.5f;
}
public static AtlasVariantSettings CreateFrom(AtlasSettings atlasSettings, float scale = 1f)
{
var settings = ReferencePool.Acquire<AtlasVariantSettings>();
settings.includeInBuild = atlasSettings.includeInBuild;
settings.allowRotation = atlasSettings.allowRotation;
settings.tightPacking = atlasSettings.tightPacking;
settings.alphaDilation = atlasSettings.alphaDilation;
settings.padding = atlasSettings.padding;
settings.readWrite = atlasSettings.readWrite;
settings.mipMaps = atlasSettings.mipMaps;
settings.sRGB = atlasSettings.sRGB;
settings.filterMode = atlasSettings.filterMode;
settings.maxTexSize = atlasSettings.maxTexSize;
settings.texFormat = atlasSettings.texFormat;
settings.compressQuality = atlasSettings.compressQuality;
settings.variantScale = scale;
return settings;
}
}
public class CompressTool
{
#if UNITY_EDITOR_WIN
const string pngquantTool = "Tools/CompressImageTools/pngquant_win/pngquant.exe";
#elif UNITY_EDITOR_OSX
const string pngquantTool = "Tools/CompressImageTools/pngquant_mac/pngquant";
#endif
/// <summary>
/// 使用TinyPng在線壓縮,支持png,jpg,webp
/// </summary>
public static async Task<bool> CompressOnlineAsync(string imgFileName, string outputFileName, string tinypngKey)
{
if (string.IsNullOrWhiteSpace(tinypngKey))
{
return false;
}
Tinify.Key = tinypngKey;
var srcImg = TinifyAPI.Tinify.FromFile(imgFileName);
await srcImg.ToFile(outputFileName);
return srcImg.IsCompletedSuccessfully;
}
/// <summary>
/// 使用pngquant離線壓縮,只支持png
/// </summary>
public static bool CompressImageOffline(string imgFileName, string outputFileName)
{
var fileExt = Path.GetExtension(imgFileName).ToLower();
switch (fileExt)
{
case ".png":
return CompressPngOffline(imgFileName, outputFileName);
case ".jpg":
return CompressJpgOffline(imgFileName, outputFileName);
}
return false;
}
/// <summary>
/// 按比例縮放圖片尺寸
/// </summary>
/// <param name="imgFileName"></param>
/// <param name="outputFileName"></param>
/// <param name="scale"></param>
/// <returns></returns>
public static bool ResizeImage(string imgFileName, string outputFileName, float scale)
{
using (var img = SixLabors.ImageSharp.Image.Load(imgFileName))
{
int scaleWidth = (int)(img.Width * scale);
int scaleHeight = (int)(img.Height * scale);
img.Mutate(x => x.Resize(scaleWidth, scaleHeight));
img.Save(outputFileName);
}
return true;
}
/// <summary>
/// 設(shè)置圖片尺寸
/// </summary>
/// <param name="imgFileName"></param>
/// <param name="outputFileName"></param>
/// <param name="width"></param>
/// <param name="height"></param>
/// <returns></returns>
public static bool ResizeImage(string imgFileName, string outputFileName, int width, int height)
{
using (var img = SixLabors.ImageSharp.Image.Load(imgFileName))
{
img.Mutate(x => x.Resize(width, height));
img.Save(outputFileName);
}
return true;
}
/// <summary>
/// 使用ImageSharp壓縮jpg圖片
/// </summary>
/// <param name="imgFileName"></param>
/// <param name="outputFileName"></param>
/// <returns></returns>
private static bool CompressJpgOffline(string imgFileName, string outputFileName)
{
using (var img = SixLabors.ImageSharp.Image.Load(imgFileName))
{
var encoder = new SixLabors.ImageSharp.Formats.Jpeg.JpegEncoder()
{
Quality = (int)EditorToolSettings.Instance.CompressImgToolQualityLv
};
using (var outputStream = new FileStream(outputFileName, FileMode.Create))
{
img.Save(outputStream, encoder);
}
}
return true;
}
/// <summary>
/// 使用pngquant壓縮png圖片
/// </summary>
/// <param name="imgFileName"></param>
/// <param name="outputFileName"></param>
/// <returns></returns>
private static bool CompressPngOffline(string imgFileName, string outputFileName)
{
string pngquant = Path.Combine(Directory.GetParent(Application.dataPath).FullName, pngquantTool);
StringBuilder strBuilder = new StringBuilder();
strBuilder.AppendFormat(" --force --quality {0}-{1}", (int)EditorToolSettings.Instance.CompressImgToolQualityMinLv, (int)EditorToolSettings.Instance.CompressImgToolQualityLv);
strBuilder.AppendFormat(" --speed {0}", EditorToolSettings.Instance.CompressImgToolFastLv);
strBuilder.AppendFormat(" --output \"{0}\"", outputFileName);
strBuilder.AppendFormat(" -- \"{0}\"", imgFileName);
var proceInfo = new System.Diagnostics.ProcessStartInfo(pngquant, strBuilder.ToString());
proceInfo.CreateNoWindow = true;
proceInfo.UseShellExecute = false;
bool success;
using (var proce = System.Diagnostics.Process.Start(proceInfo))
{
proce.WaitForExit();
success = proce.ExitCode == 0;
if (!success)
{
Debug.LogWarningFormat("離線壓縮圖片:{0}失敗,ExitCode:{1}", imgFileName, proce.ExitCode);
}
}
return success;
}
/// <summary>
/// 創(chuàng)建圖集
/// </summary>
/// <param name="atlasFilePath"></param>
/// <param name="settings"></param>
/// <param name="objectsForPack"></param>
/// <param name="createAtlasVariant"></param>
/// <param name="atlasVariantScale"></param>
/// <returns></returns>
public static SpriteAtlas CreateAtlas(string atlasName, AtlasSettings settings, UnityEngine.Object[] objectsForPack, bool createAtlasVariant = false, float atlasVariantScale = 1f)
{
CreateEmptySpriteAtlas(atlasName);
SpriteAtlas result;
if (EditorSettings.spritePackerMode == SpritePackerMode.SpriteAtlasV2)
{
var atlas = SpriteAtlasAsset.Load(atlasName);
atlas.SetIncludeInBuild(settings.includeInBuild ?? true);
atlas.Add(objectsForPack);
var packSettings = atlas.GetPackingSettings();
var texSettings = atlas.GetTextureSettings();
var platformSettings = atlas.GetPlatformSettings(EditorUserBuildSettings.activeBuildTarget.ToString());
ModifySpriteAtlasSettings(settings, ref packSettings, ref texSettings, ref platformSettings);
atlas.SetPackingSettings(packSettings);
atlas.SetTextureSettings(texSettings);
atlas.SetPlatformSettings(platformSettings);
SpriteAtlasAsset.Save(atlas, atlasName);
result = AssetDatabase.LoadAssetAtPath<SpriteAtlas>(atlasName);
}
else
{
var atlas = AssetDatabase.LoadAssetAtPath<SpriteAtlas>(atlasName);
atlas.SetIncludeInBuild(settings.includeInBuild ?? true);
atlas.Add(objectsForPack);
var packSettings = atlas.GetPackingSettings();
var texSettings = atlas.GetTextureSettings();
var platformSettings = atlas.GetPlatformSettings(EditorUserBuildSettings.activeBuildTarget.ToString());
ModifySpriteAtlasSettings(settings, ref packSettings, ref texSettings, ref platformSettings);
atlas.SetPackingSettings(packSettings);
atlas.SetTextureSettings(texSettings);
atlas.SetPlatformSettings(platformSettings);
result = atlas;
AssetDatabase.SaveAssets();
}
if (createAtlasVariant)
{
var atlasVarSets = new AtlasVariantSettings()
{
variantScale = atlasVariantScale,
readWrite = settings.readWrite,
mipMaps = settings.mipMaps,
sRGB = settings.sRGB,
filterMode = settings.filterMode,
texFormat = settings.texFormat,
compressQuality = settings.compressQuality
};
CreateAtlasVariant(result, atlasVarSets);
}
return result;
}
private static void ModifySpriteAtlasSettings(AtlasSettings input, ref SpriteAtlasPackingSettings packSets, ref SpriteAtlasTextureSettings texSets, ref TextureImporterPlatformSettings platSets)
{
packSets.enableRotation = input.allowRotation ?? packSets.enableRotation;
packSets.enableTightPacking = input.tightPacking ?? packSets.enableTightPacking;
packSets.enableAlphaDilation = input.alphaDilation ?? packSets.enableAlphaDilation;
packSets.padding = input.padding ?? packSets.padding;
texSets.readable = input.readWrite ?? texSets.readable;
texSets.generateMipMaps = input.mipMaps ?? texSets.generateMipMaps;
texSets.sRGB = input.sRGB ?? texSets.sRGB;
texSets.filterMode = input.filterMode ?? texSets.filterMode;
platSets.overridden = null != input.maxTexSize || null != input.texFormat || null != input.compressQuality;
platSets.maxTextureSize = input.maxTexSize ?? platSets.maxTextureSize;
platSets.format = input.texFormat ?? platSets.format;
platSets.compressionQuality = input.compressQuality ?? platSets.compressionQuality;
}
/// <summary>
/// 根據(jù)文件夾名字返回一個(gè)圖集名
/// </summary>
/// <param name="folder"></param>
/// <returns></returns>
public static string GetAtlasExtensionV1V2()
{
return EditorSettings.spritePackerMode == SpritePackerMode.SpriteAtlasV2 ? ".spriteatlasv2" : ".spriteatlas";
}
public static void CreateEmptySpriteAtlas(string atlasAssetName)
{
if (EditorSettings.spritePackerMode == SpritePackerMode.SpriteAtlasV2)
{
SpriteAtlasAsset.Save(new SpriteAtlasAsset(), atlasAssetName);
}
else
{
AssetDatabase.CreateAsset(new SpriteAtlas(), atlasAssetName);
}
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
}
/// <summary>
/// 根據(jù)圖集對象生成圖集變體
/// </summary>
/// <param name="atlas"></param>
/// <param name="settings"></param>
/// <returns></returns>
public static SpriteAtlas CreateAtlasVariant(SpriteAtlas atlasMaster, AtlasVariantSettings settings)
{
if (atlasMaster == null || atlasMaster.isVariant) return atlasMaster;
var atlasFileName = AssetDatabase.GetAssetPath(atlasMaster);
if (string.IsNullOrEmpty(atlasFileName))
{
Debug.LogError($"atlas '{atlasMaster.name}' is not a asset file.");
return null;
}
var atlasVariantName = UtilityBuiltin.ResPath.GetCombinePath(Path.GetDirectoryName(atlasFileName), $"{Path.GetFileNameWithoutExtension(atlasFileName)}_Variant{Path.GetExtension(atlasFileName)}");
SpriteAtlas varAtlas;
if (EditorSettings.spritePackerMode == SpritePackerMode.SpriteAtlasV2)
{
var atlas = SpriteAtlasAsset.Load(atlasFileName);
atlas.SetIncludeInBuild(false);
var packSettings = atlas.GetPackingSettings();
var texSettings = atlas.GetTextureSettings();
var platformSettings = atlas.GetPlatformSettings(EditorUserBuildSettings.activeBuildTarget.ToString());
ModifySpriteAtlasSettings(settings, ref packSettings, ref texSettings, ref platformSettings);
atlas.SetPackingSettings(packSettings);
atlas.SetTextureSettings(texSettings);
atlas.SetPlatformSettings(platformSettings);
SpriteAtlasAsset.Save(atlas, atlasFileName);
CreateEmptySpriteAtlas(atlasVariantName);
var tmpVarAtlas = SpriteAtlasAsset.Load(atlasVariantName);
tmpVarAtlas.SetIncludeInBuild(true);
tmpVarAtlas.SetIsVariant(true);
packSettings = tmpVarAtlas.GetPackingSettings();
texSettings = tmpVarAtlas.GetTextureSettings();
platformSettings = tmpVarAtlas.GetPlatformSettings(EditorUserBuildSettings.activeBuildTarget.ToString());
ModifySpriteAtlasSettings(settings, ref packSettings, ref texSettings, ref platformSettings);
tmpVarAtlas.SetPackingSettings(packSettings);
tmpVarAtlas.SetTextureSettings(texSettings);
tmpVarAtlas.SetPlatformSettings(platformSettings);
tmpVarAtlas.SetMasterAtlas(atlasMaster);
tmpVarAtlas.SetVariantScale(settings.variantScale);
SpriteAtlasAsset.Save(tmpVarAtlas, atlasVariantName);
varAtlas = AssetDatabase.LoadAssetAtPath<SpriteAtlas>(atlasVariantName);
}
else
{
var atlas = AssetDatabase.LoadAssetAtPath<SpriteAtlas>(atlasFileName);
atlas.SetIncludeInBuild(false);
var packSettings = atlas.GetPackingSettings();
var texSettings = atlas.GetTextureSettings();
var platformSettings = atlas.GetPlatformSettings(EditorUserBuildSettings.activeBuildTarget.ToString());
ModifySpriteAtlasSettings(settings, ref packSettings, ref texSettings, ref platformSettings);
atlas.SetPackingSettings(packSettings);
atlas.SetTextureSettings(texSettings);
atlas.SetPlatformSettings(platformSettings);
CreateEmptySpriteAtlas(atlasVariantName);
var tmpVarAtlas = AssetDatabase.LoadAssetAtPath<SpriteAtlas>(atlasVariantName);
tmpVarAtlas.SetIncludeInBuild(true);
tmpVarAtlas.SetIsVariant(true);
packSettings = tmpVarAtlas.GetPackingSettings();
texSettings = tmpVarAtlas.GetTextureSettings();
platformSettings = tmpVarAtlas.GetPlatformSettings(EditorUserBuildSettings.activeBuildTarget.ToString());
ModifySpriteAtlasSettings(settings, ref packSettings, ref texSettings, ref platformSettings);
tmpVarAtlas.SetPackingSettings(packSettings);
tmpVarAtlas.SetTextureSettings(texSettings);
tmpVarAtlas.SetPlatformSettings(platformSettings);
tmpVarAtlas.SetMasterAtlas(atlasMaster);
tmpVarAtlas.SetVariantScale(settings.variantScale);
AssetDatabase.SaveAssets();
varAtlas = tmpVarAtlas;
}
return varAtlas;
}
/// <summary>
/// 根據(jù)Atlas文件名為Atlas生成Atlas變體(Atlas Variant)
/// </summary>
/// <param name="atlasFile"></param>
/// <param name="settings"></param>
/// <returns></returns>
public static SpriteAtlas CreateAtlasVariant(string atlasFile, AtlasVariantSettings settings)
{
var atlas = AssetDatabase.LoadAssetAtPath<SpriteAtlas>(atlasFile);
return CreateAtlasVariant(atlas, settings);
}
/// <summary>
/// 批量重新打包圖集
/// </summary>
/// <param name="spriteAtlas"></param>
public static void PackAtlases(SpriteAtlas[] spriteAtlas)
{
SpriteAtlasUtility.PackAtlases(spriteAtlas, EditorUserBuildSettings.activeBuildTarget);
}
public static void OptimizeAnimationClips(List<string> list, int precision)
{
string pattern = $"(\\d+\\.[\\d]{{{precision},}})";
int totalCount = list.Count;
int finishCount = 0;
foreach (var itmName in list)
{
if (File.GetAttributes(itmName) != FileAttributes.ReadOnly)
{
if (Path.GetExtension(itmName).ToLower().CompareTo(".anim") == 0)
{
finishCount++;
if (EditorUtility.DisplayCancelableProgressBar(string.Format("壓縮浮點(diǎn)精度({0}/{1})", finishCount, totalCount), itmName, finishCount / (float)totalCount))
{
break;
}
var allTxt = File.ReadAllText(itmName);
// 將匹配到的浮點(diǎn)型數(shù)字替換為精確到3位小數(shù)的浮點(diǎn)型數(shù)字
string outputString = Regex.Replace(allTxt, pattern, match =>
float.Parse(match.Value).ToString($"F{precision}"));
File.WriteAllText(itmName, outputString);
Debug.LogFormat("----->壓縮動(dòng)畫浮點(diǎn)精度:{0}", itmName);
}
}
}
EditorUtility.ClearProgressBar();
AssetDatabase.Refresh();
}
}
}
到了這里,關(guān)于【Unity編輯器擴(kuò)展】包體優(yōu)化神器,圖片壓縮,批量生成圖集/圖集變體,動(dòng)畫壓縮的文章就介紹完了。如果您還想了解更多內(nèi)容,請?jiān)谟疑辖撬阉鱐OY模板網(wǎng)以前的文章或繼續(xù)瀏覽下面的相關(guān)文章,希望大家以后多多支持TOY模板網(wǎng)!