【资源导入工具】资源导入时自动设置压缩格式,修复本地化资源导入工具导入资源缓存不清除的问题
parent
364bf32e80
commit
2400cbc427
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@ -22,6 +22,8 @@ namespace GameEditor
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/// </summary>
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private static Dictionary<string, Action<TextureImporter, string>> handlers = new Dictionary<string, Action<TextureImporter, string>>
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{
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{"/ArtFont_en/", SetUITexture},
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{"/ArtFont_vi/", SetUITexture},
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//UI
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{"/Atlas/", SetUITexture},
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{"/BG/", SetBGTexture},
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@ -64,7 +66,7 @@ namespace GameEditor
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{
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importer.spritePackingTag = GetAtlasName(importer.assetPath);
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importer.SetTextureSettingsExt(true, TextureImporterType.Sprite, 1, AppConst.PIXELTOWORLD, false, TextureWrapMode.Clamp, FilterMode.Trilinear, TextureImporterNPOTScale.None);
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//importer.SetPlatformSettingsExt("Android", TextureImporterFormat.ETC2_RGBA8Crunched, MAX_TEXTURE_SIZE, 50, false);
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importer.SetPlatformSettingsExt("Android", TextureImporterFormat.ETC2_RGBA8Crunched, MAX_TEXTURE_SIZE, 50, false);
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//importer.SetPlatformSettingsExt("iPhone", TextureImporterFormat.ETC2_RGBA8Crunched, MAX_TEXTURE_SIZE, 50, false);
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//importer.SetPlatformSettingsExt("Standalone", TextureImporterFormat.RGBA32, MAX_TEXTURE_SIZE, 50, false);
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}
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@ -157,6 +157,8 @@ namespace GameEditor.FrameTool
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if (GUILayout.Button("导入", GUILayout.Height(50)))
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{
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m_ImportArt.Clear();
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m_UnImportArt.Clear();
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m_ArtFontLists[LanguageType.ZH] = GetAllArtFont(LanguageType.ZH);
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if (m_ChooseAll)
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{
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