1 | using System;
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2 | using System.Collections.Generic;
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3 | using System.IO;
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4 |
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5 | using UnityEngine;
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6 |
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7 | namespace AllocsFixes.CustomCommands
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8 | {
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9 | public class ExportItemIcons : ConsoleCmdAbstract
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10 | {
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11 | public override string GetDescription ()
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12 | {
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13 | return "Exports all ItemIcons";
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14 | }
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15 |
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16 | public override string GetHelp () {
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17 | return "Exports all ItemIcons currently in the game to the folder \"ItemIcons\" in the game root";
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18 | }
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19 |
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20 | public override string[] GetCommands ()
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21 | {
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22 | return new string[] { "exportitemicons" };
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23 | }
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24 |
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25 | public override void Execute (List<string> _params, CommandSenderInfo _senderInfo) {
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26 | string exportPath = Utils.GetGameDir ("ItemIcons");
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27 |
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28 | GameObject atlasObj = GameObject.Find ("/NGUI Root (2D)/ItemIconAtlas");
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29 | if (atlasObj == null) {
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30 | SdtdConsole.Instance.Output ("Atlas object not found");
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31 | return;
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32 | }
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33 | DynamicUIAtlas atlas = atlasObj.GetComponent<DynamicUIAtlas> ();
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34 | if (atlas == null) {
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35 | SdtdConsole.Instance.Output ("Atlas component not found");
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36 | return;
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37 | }
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38 |
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39 | Texture2D atlasTex = atlas.texture as Texture2D;
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40 |
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41 | if (Directory.Exists (exportPath)) {
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42 | SdtdConsole.Instance.Output ("Export path (" + exportPath + ") already exists");
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43 | return;
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44 | }
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45 | Directory.CreateDirectory (exportPath);
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46 |
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47 | foreach (UISpriteData data in atlas.spriteList) {
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48 | string name = data.name;
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49 | Texture2D tex = new Texture2D (data.width, data.height, TextureFormat.ARGB32, false);
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50 | tex.SetPixels (atlasTex.GetPixels (data.x, atlasTex.height - data.height - data.y, data.width, data.height));
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51 | byte[] pixData = tex.EncodeToPNG ();
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52 | File.WriteAllBytes (exportPath + "/" + name + ".png", pixData);
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53 |
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54 | UnityEngine.Object.Destroy (tex);
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55 | }
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56 |
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57 | }
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58 | }
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59 | }
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