项目中UI经常要用到动态加载图片,比较简单的方法是使用UITexture控件,这样只用3W类下载好图片后直接给UITexture控件赋值就好了,缺点是DrawCall太高了,一个UITexture一个DrawCall,通常只有是背景图片这种才会使用UITexture控件,如果是下拉列表项,我们通常都是使用的UISprite控件,这时就需要我们在程序运行时,由程序创建图集,给UISprite控件使用。


这帖子的第一种方法其实已经说明了如何在程序中创建图集,只不过他这里是使用一张图片做成图集,再给UISprite控件使用。

==================================================================
 public class ImageLoader : MonoBehaviour {

 //需要加载动态图片的对象

 public UISprite m_img;

 //自用的Atlas

 private UIAtlas m_uiAtlas;

 ///

 /// 加载的贴图

 ///

 /// Tex.

 public void ImageLoad(Texture2D tex)

 {

 if(tex == null)

 {

 return;

 }

 if(tex.name == m_img.spriteName)

 {

 return;

 }

 //准备对象和材质球

 if(m_uiAtlas == null)

 {

 Material mat;

 Shader shader = Shader.Find(“Unlit/Transparent Colored”);

 mat = new Material(shader);

 m_uiAtlas = this.gameObject.AddComponent();

 m_uiAtlas.spriteMaterial = mat;

 }

 //设定贴图

 m_uiAtlas.spriteMaterial.mainTexture = tex;

 m_uiAtlas.coordinates = UIAtlas.Coordinates.Pixels;

 //为对应UISprite接口,给Atlas加对象

 UIAtlas.Sprite sprite = new UIAtlas.Sprite();

 sprite.name = tex.name;

 sprite.outer = sprite.inner = new Rect(0f, 0f, tex.width, tex.height);

 m_uiAtlas.spriteList.Clear();

 m_uiAtlas.spriteList.Add(sprite);

 //设置完成

 m_img.atlas = m_uiAtlas;

 m_img.spriteName = tex.name;

 }

 }
============================================================


       我们工作中常常遇到的是需要将多张图片制作成一个图集,再给多个UISprite控件使用,其实看懂了上面的代码运行时如何生成图集,再结合平常在编辑器中制作图集,答案就已经出来了。请大家好好看看NGUI的编辑器脚本UIAtlasMaker,也就是我们平常在编辑器中制作图集时用的脚本。我们缺少的仅仅是将多张图片PackTextures(打包)成一张大图(也就是我们的图集啦),其实UIAtlasMaker脚本那么长,核心的操作也就是为了PackTextures,也就是unity3d的API里Texture2D.PackTextures函数,这里大家可以参考我以前转的别人的一篇关于该函数用法的文章:http://blog.sina.com.cn/s/blog_930ffa0b0102uyl8.html

好了,最后就是我将UIAtlasMaker脚本里打包操作的函数拔出来后的工具类了,只有CreatAtlasFromTex这一个对外使用的函数。使用时只需要传人个UIAtlas组件和图片LIST就可以了,图集生成好后,UISprite控件就可以使用该动态图集了,这样好多个UISprite控件组成的下拉列表项只占一个DrawCall。

=============================CreatAtlas.cs=============================
using UnityEngine;
 using System.Collections.Generic;

 ///
 /// 运行时创建NGUI图集,NGUI2.6.3
 ///
 public static class CreatAtlas {

     class SpriteEntry {
         public Texture2D tex;    // Sprite texture -- original texture or a temporary texture
         public Rect rect;        // Sprite's outer rectangle within the generated texture atlas
         public int minX = 0;    // Padding, if any (set if the sprite is trimmed)
         public int maxX = 0;
         public int minY = 0;
         public int maxY = 0;
         public bool temporaryTexture = false;    // Whether the texture is temporary and should be deleted
     }

     static Shader s_shader = Shader.Find("Unlit/Transparent Colored");
     static Material s_mat = new Material(s_shader);
     static int s_maximumAtlasSize = 2048;
     static TextureFormat s_TextureFormat = TextureFormat.RGBA32;
   
     static void Init ( UIAtlas uIAtlas ) {
         if ( uIAtlas.spriteMaterial == null ) {
             // 准备材质球    
             uIAtlas.spriteMaterial = s_mat;
         }     
     }

     ///
     /// 运行时创建NGUI图集,NGUI2.6.3
     ///
     /// 使用该UIAtlas在运行时创建NGUI图集
     /// 用雨创建图集的多张小图
     public static void CreatAtlasFromTex ( UIAtlas uIAtlas, List textures ) {    
         if ( null == textures || textures.Count <= 0 ) {
             Debug.LogWarning("textures is null or count <= 0 !!");
             return;
         }
         if ( null == uIAtlas ) {
             Debug.LogWarning("uIAtlas is null");
             return;
         } else {
             Init(uIAtlas);

             // 设定贴图,将小图映射为SpriteEntry
             List sprites = CreateSprites(textures);
             // 将多个小图PackTexture为一张大图,给图集用
             uIAtlas.spriteMaterial.mainTexture = UpdateTexture(uIAtlas, sprites);
             ReplaceSprites(uIAtlas, sprites);
         }     
     }

     #region copy UIAtlasMaker编辑器脚本

     static List CreateSprites (List textures) {
         List list = new List( );

         foreach (Texture tex in textures) {
             Texture2D oldTex = tex as Texture2D;
             if (oldTex == null) continue;
             // If we want to trim transparent pixels, there is more work to be done
             Color32[ ] pixels = oldTex.GetPixels32( );

             int xmin = oldTex.width;
             int xmax = 0;
             int ymin = oldTex.height;
             int ymax = 0;
             int oldWidth = oldTex.width;
             int oldHeight = oldTex.height;

             // Find solid pixels
             for (int y = 0, yw = oldHeight; y < yw; ++y) {
                 for (int x = 0, xw = oldWidth; x < xw; ++x) {
                     Color32 c = pixels[y * xw + x];

                     if (c.a != 0) {
                         if (y < ymin) ymin = y;
                         if (y > ymax) ymax = y;
                         if (x < xmin) xmin = x;
                         if (x > xmax) xmax = x;
                     }
                 }
             }

             int newWidth = (xmax - xmin) + 1;
             int newHeight = (ymax - ymin) + 1;

             // If the sprite is empty, don't do anything with it
             if (newWidth > 0 && newHeight > 0) {
                 SpriteEntry sprite = new SpriteEntry( );
                 sprite.rect = new Rect(0f, 0f, oldTex.width, oldTex.height);

                 // If the dimensions match, then nothing was actually trimmed
                 if (newWidth == oldWidth && newHeight == oldHeight) {
                     sprite.tex = oldTex;
                     sprite.temporaryTexture = false;
                 } else {
                     // Copy the non-trimmed texture data into a temporary buffer
                     Color32[ ] newPixels = new Color32[newWidth * newHeight];

                     for (int y = 0; y < newHeight; ++y) {
                         for (int x = 0; x < newWidth; ++x) {
                             int newIndex = y * newWidth + x;
                             int oldIndex = (ymin + y) * oldWidth + (xmin + x);
                             newPixels[newIndex] = pixels[oldIndex];
                         }
                     }

                     // Create a new texture
                     sprite.temporaryTexture = true;
                     sprite.tex = new Texture2D(newWidth, newHeight);
                     sprite.tex.name = oldTex.name;
                     sprite.tex.SetPixels32(newPixels);
                     sprite.tex.Apply( );

                     // Remember the padding offset
                     sprite.minX = xmin;
                     sprite.maxX = oldWidth - newWidth - xmin;
                     sprite.minY = ymin;
                     sprite.maxY = oldHeight - newHeight - ymin;
                 }
                 list.Add(sprite);
             }
         }
         return list;
     }

     static Texture2D UpdateTexture (UIAtlas atlas, List sprites) {

         Texture2D tex = new Texture2D(1, 1, s_TextureFormat, false);
         PackTextures(tex, sprites);
         atlas.spriteMaterial.mainTexture = tex;
         return tex;
     }

     static void PackTextures (Texture2D tex, List sprites) {
         Texture2D[ ] textures = new Texture2D[sprites.Count];
         for (int i = 0; i < sprites.Count; ++i) textures.tex;

         Rect[ ] rects = tex.PackTextures(textures, 1, s_maximumAtlasSize);

         for (int i = 0; i < sprites.Count; ++i) {
             sprites.rect = NGUIMath.ConvertToPixels(rects, tex.width, tex.height, true);
         }
     }

     static void ReplaceSprites (UIAtlas atlas, List sprites) {
         // Get the list of sprites we'll be updating
         List spriteList = atlas.spriteList;
         List kept = new List( );

         // The atlas must be in pixels
         atlas.coordinates = UIAtlas.Coordinates.Pixels;

         // Run through all the textures we added and add them as sprites to the atlas
         for (int i = 0; i < sprites.Count; ++i) {
             SpriteEntry se = sprites;
             UIAtlas.Sprite sprite = AddSprite(spriteList, se);
             kept.Add(sprite);
         }

         // Remove unused sprites
         for (int i = spriteList.Count; i > 0; ) {
             UIAtlas.Sprite sp = spriteList[--i];
             if (!kept.Contains(sp)) spriteList.RemoveAt(i);
         }
         atlas.MarkAsDirty( );
     }

     static UIAtlas.Sprite AddSprite (List sprites, SpriteEntry se) {
         UIAtlas.Sprite sprite = null;

         // See if this sprite already exists
         foreach (UIAtlas.Sprite sp in sprites) {
             if (sp.name == se.tex.name) {
                 sprite = sp;
                 break;
             }
         }

         if (sprite != null) {
             float x0 = sprite.inner.xMin - sprite.outer.xMin;
             float y0 = sprite.inner.yMin - sprite.outer.yMin;
             float x1 = sprite.outer.xMax - sprite.inner.xMax;
             float y1 = sprite.outer.yMax - sprite.inner.yMax;

             sprite.outer = se.rect;
             sprite.inner = se.rect;

             sprite.inner.xMin = Mathf.Max(sprite.inner.xMin + x0, sprite.outer.xMin);
             sprite.inner.yMin = Mathf.Max(sprite.inner.yMin + y0, sprite.outer.yMin);
             sprite.inner.xMax = Mathf.Min(sprite.inner.xMax - x1, sprite.outer.xMax);
             sprite.inner.yMax = Mathf.Min(sprite.inner.yMax - y1, sprite.outer.yMax);
         } else {
             sprite = new UIAtlas.Sprite( );
             sprite.name = se.tex.name;
             sprite.outer = se.rect;
             sprite.inner = se.rect;
             sprites.Add(sprite);
         }

         float width = Mathf.Max(1f, sprite.outer.width);
         float height = Mathf.Max(1f, sprite.outer.height);

         // Sprite's padding values are relative to width and height
         sprite.paddingLeft = se.minX / width;
         sprite.paddingRight = se.maxX / width;
         sprite.paddingTop = se.maxY / height;
         sprite.paddingBottom = se.minY / height;
         return sprite;
     }

     #endregion copy UIAtlasMaker编辑器脚本

 }