├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── EditorBuildSettings.asset ├── NetworkManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── README.md ├── .gitattributes └── Assets ├── Export ├── knight │ ├── attack-1.png │ ├── attack-1_n.png │ ├── attack-1.png.meta │ └── attack-1_n.png.meta └── knight.meta ├── Warrior Pack Bundle 2 FREE ├── WarriorPackBundle2FREEReadMe.pdf.meta ├── Mage Warrior Mecanim Animation Pack │ ├── Scenes │ │ └── Mage.unity.meta │ ├── Materials │ │ ├── Mage.mat.meta │ │ └── Mage.mat │ ├── Scenes.meta │ ├── Animations.meta │ ├── Characters.meta │ ├── Materials.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── Mage Warrior.prefab.meta │ │ ├── Mage Warrior Animation Controller.controller.meta │ │ └── Mage Warrior Animation Controller.controller │ ├── Textures.meta │ ├── Textures │ │ ├── Mage.psd │ │ └── Mage.psd.meta │ ├── Characters │ │ ├── Mage.FBX │ │ └── Mage.FBX.meta │ └── Animations │ │ ├── Mage@Run.FBX │ │ ├── Mage@Idle.FBX │ │ └── Mage@Attack1.FBX ├── 2Handed Warrior Mecanim Animation.meta ├── 2Handed Warrior Mecanim Animation │ ├── Scenes │ │ └── 2Handed.unity.meta │ ├── Materials │ │ ├── 2Handed.mat.meta │ │ └── 2Handed.mat │ ├── Prefabs.meta │ ├── Scenes.meta │ ├── Textures.meta │ ├── Animations.meta │ ├── Characters.meta │ ├── Materials.meta │ ├── Prefabs │ │ ├── 2Handed Warrior.prefab.meta │ │ ├── 2Handed Warrior Animation Controller.controller.meta │ │ └── 2Handed Warrior Animation Controller.controller │ ├── Textures │ │ ├── 2Handed.psd │ │ └── 2Handed.psd.meta │ ├── Characters │ │ └── 2Handed.FBX │ └── Animations │ │ ├── 2Handed@Idle.FBX │ │ ├── 2Handed@Run.FBX │ │ └── 2Handed@Attack1.FBX ├── Archer Warrior Mecanim Animation Pack.meta ├── Archer Warrior Mecanim Animation Pack │ ├── Scenes │ │ └── Archer.unity.meta │ ├── Materials │ │ ├── Archer.mat.meta │ │ └── Archer.mat │ ├── Materials.meta │ ├── Prefabs.meta │ ├── Scenes.meta │ ├── Textures.meta │ ├── Animations.meta │ ├── Characters.meta │ ├── Prefabs │ │ ├── Archer Warrior.prefab.meta │ │ └── Archer Warrior Animation Controller.controller.meta │ ├── Characters │ │ ├── Archer.FBX │ │ ├── Archer-Bow.FBX │ │ ├── Archer-Arrow.FBX │ │ ├── Archer-Arrow.FBX.meta │ │ └── Archer-Bow.FBX.meta │ ├── Textures │ │ ├── Archer.psd │ │ └── Archer.psd.meta │ └── Animations │ │ ├── Archer@Idle.FBX │ │ ├── Archer@Run.FBX │ │ └── Archer@Attack1.FBX ├── Knight Warrior Mecanim Animation Pack.meta ├── Knight Warrior Mecanim Animation Pack │ ├── Scenes │ │ └── Knight.unity.meta │ ├── Materials │ │ ├── Knight.mat.meta │ │ └── Knight.mat │ ├── Materials.meta │ ├── Prefabs.meta │ ├── Scenes.meta │ ├── Textures.meta │ ├── Animations.meta │ ├── Characters.meta │ ├── Prefabs │ │ ├── Knight Warrior.prefab.meta │ │ ├── Knight Warrior Animation Controller.controller.meta │ │ └── Knight Warrior Animation Controller.controller │ ├── Characters │ │ ├── Knight.FBX │ │ └── Knight.FBX.meta │ ├── Textures │ │ ├── Knight.png │ │ ├── Knight.psd │ │ ├── Knight.psd.meta │ │ └── Knight.png.meta │ └── Animations │ │ ├── Knight@Idle.FBX │ │ ├── Knight@Run.FBX │ │ └── Knight@Attack1.FBX ├── Mage Warrior Mecanim Animation Pack.meta └── WarriorPackBundle2FREEReadMe.pdf ├── Scenes └── RaySample.unity.meta ├── Export.meta ├── Scenes.meta ├── Shaders.meta ├── Material.meta ├── Scripts.meta ├── Shaders ├── 2DPixel.shader.meta ├── Model.shader.meta ├── Model.shader └── 2DPixel.shader ├── Warrior Pack Bundle 2 FREE.meta ├── Material ├── Model.mat.meta ├── Pixel.mat.meta ├── Model.mat └── Pixel.mat └── Scripts ├── BodyPart.cs.meta ├── MeshBaker.cs.meta ├── RaySample.cs.meta ├── RaySampleManager.cs.meta ├── MeshBaker.cs ├── BodyPart.cs ├── RaySampleManager.cs └── RaySample.cs 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5 | serializedVersion: 2 6 | tags: 7 | - Model 8 | layers: 9 | - Default 10 | - TransparentFX 11 | - Ignore Raycast 12 | - 13 | - Water 14 | - UI 15 | - 16 | - 17 | - ModelLayer 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | - 41 | m_SortingLayers: 42 | - name: Default 43 | uniqueID: 0 44 | locked: 0 45 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_ExternalVersionControlSupport: Hidden Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 2 10 | m_DefaultBehaviorMode: 0 11 | m_SpritePackerMode: 0 12 | m_SpritePackerPaddingPower: 1 13 | m_EtcTextureCompressorBehavior: 1 14 | m_EtcTextureFastCompressor: 1 15 | m_EtcTextureNormalCompressor: 2 16 | m_EtcTextureBestCompressor: 4 17 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp 18 | m_ProjectGenerationRootNamespace: 19 | m_UserGeneratedProjectSuffix: 20 | m_CollabEditorSettings: 21 | inProgressEnabled: 1 22 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Assets/Scripts/MeshBaker.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | /// 6 | /// 用于统一MeshRenderer和SkinnedMeshRenderer的碰撞体设定用的 7 | /// 8 | [RequireComponent(typeof(MeshCollider))] 9 | [RequireComponent(typeof(Renderer))] 10 | public class MeshBaker : MonoBehaviour { 11 | private MeshCollider mc; 12 | private Renderer renderer; 13 | private Mesh mesh; 14 | private bool isStatic; 15 | // Use this for initialization 16 | void Start () 17 | { 18 | mc = GetComponent(); 19 | renderer = GetComponent(); 20 | mesh = new Mesh(); 21 | isStatic = !(renderer.GetType().Equals(typeof(SkinnedMeshRenderer))); 22 | } 23 | 24 | // Update is called once per frame 25 | void Update () 26 | { 27 | if (isStatic == false && renderer != null) 28 | { 29 | ((SkinnedMeshRenderer)renderer).BakeMesh(mesh); 30 | mc.sharedMesh = mesh; 31 | } 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /Assets/Scripts/BodyPart.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | /// 6 | /// 用于统一纯色和使用纹理的颜色采样用的 7 | /// 8 | [RequireComponent(typeof(Renderer))] 9 | public class BodyPart : MonoBehaviour { 10 | public Color Color; 11 | public Material Mat; 12 | public Texture2D Texture; 13 | public bool isPureColor; //是否纯色 14 | 15 | private Renderer mr; 16 | private Material myMat; 17 | private void Awake() 18 | { 19 | myMat = Instantiate(Mat) as Material; 20 | mr = GetComponent(); 21 | mr.material = myMat; 22 | } 23 | 24 | private void Update() 25 | { 26 | mr.material.SetColor("_Color", Color); 27 | mr.material.mainTexture = Texture; 28 | } 29 | 30 | internal UnityEngine.Color GetColor(Vector2 texcoord) 31 | { 32 | if (isPureColor) 33 | return Color; 34 | else 35 | return ((Texture2D)(mr.material.mainTexture)).GetPixelBilinear(texcoord.x, texcoord.y); 36 | } 37 | } 38 | -------------------------------------------------------------------------------- /Assets/Warrior Pack Bundle 2 FREE/Mage Warrior Mecanim Animation Pack/Materials/Mage.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: 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System.Collections.Generic; 3 | using UnityEditor.Animations; 4 | using UnityEngine; 5 | using UnityEngine.UI; 6 | 7 | public class RaySampleManager : MonoBehaviour { 8 | public bool IsExporting; 9 | 10 | public RaySample raySample; 11 | public InputField roleInput; 12 | public InputField animInput; 13 | public InputField frameInput; 14 | public InputField totalFrameInput; 15 | public Slider progress; 16 | public Transform modelRoot; 17 | public Dropdown dropDown; 18 | 19 | private ChildAnimatorState curState; 20 | private const float FrameRate = 240; 21 | 22 | public void OnClickExportCurrent() 23 | { 24 | raySample.ExportCurrent(roleInput.text, animInput.text + "-" + frameInput.text); 25 | } 26 | 27 | public void OnProgressBarChanged() 28 | { 29 | Animator animator = modelRoot.GetComponentInChildren(); 30 | animator.speed = 0f; 31 | animator.ForceStateNormalizedTime(progress.value * ((AnimationClip)curState.state.motion).length); 32 | } 33 | 34 | public void OnClickPlay() 35 | { 36 | Animator animator = modelRoot.GetComponentInChildren(); 37 | animator.speed = 1f; 38 | animator.Play(curState.state.name, -1, 0); 39 | } 40 | 41 | public void OnClickRefresh() 42 | { 43 | Animator animator = modelRoot.GetComponentInChildren(); 44 | AnimatorController animationController = animator.runtimeAnimatorController as AnimatorController; 45 | AnimatorStateMachine stateMachine = animationController.layers[0].stateMachine; 46 | dropDown.ClearOptions(); 47 | List options = new List(); 48 | foreach (var s in stateMachine.states) 49 | { 50 | options.Add(s.state.name); 51 | } 52 | dropDown.AddOptions(options); 53 | OnDropDownChanged(); 54 | } 55 | 56 | public void OnDropDownChanged() 57 | { 58 | string value = dropDown.options[dropDown.value].text; 59 | Animator animator = modelRoot.GetComponentInChildren(); 60 | AnimatorController animationController = animator.runtimeAnimatorController as AnimatorController; 61 | AnimatorStateMachine stateMachine = animationController.layers[0].stateMachine; 62 | foreach (var s in stateMachine.states) 63 | { 64 | if (s.state.name == value) 65 | { 66 | curState = s; 67 | return; 68 | } 69 | } 70 | } 71 | 72 | public void OnClickExportAnimation() 73 | { 74 | StartCoroutine(StartExport(int.Parse(totalFrameInput.text))); 75 | } 76 | 77 | IEnumerator StartExport(int totalFrames) 78 | { 79 | Debug.Log("Start export!"); 80 | Animator animator = modelRoot.GetComponentInChildren(); 81 | animator.speed = 0f; 82 | var length = ((AnimationClip)curState.state.motion).length; 83 | for(int i = 0; i < totalFrames; i++) 84 | { 85 | animator.ForceStateNormalizedTime(i / (float)totalFrames); 86 | raySample.ExportCurrent(roleInput.text + "_auto", animInput.text + "-" + (i+1).ToString()); 87 | yield return new WaitForEndOfFrame(); 88 | } 89 | Debug.Log("Export complete!"); 90 | } 91 | } 92 | -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: 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-------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | using UnityEditor; 6 | using System.IO; 7 | 8 | public class SampleInfo{ 9 | public Vector3 Position; 10 | public Vector3 Normal; 11 | public Color Color; 12 | } 13 | 14 | public class RaySample : MonoBehaviour { 15 | [Header("图片设定")] 16 | public int SampleHeight = 50; 17 | public int SampleWidth = 200; 18 | public float PixelWidth = 0.1f; 19 | public float RayLength = 10f; 20 | public int SampleTime = 1; 21 | [Header("调试设定")] 22 | public bool ShowSampleRay; 23 | public bool ShowSampleArea; 24 | public RawImage PreviewImg; 25 | [Header("色调设定")] 26 | public bool ReplaceColor = false; 27 | public Color c001; 28 | public Color c010; 29 | public Color c100; 30 | public Color c011; 31 | public Color c110; 32 | public Color c101; 33 | public Color c000; 34 | public Color c111; 35 | [Header("渲染设定")] 36 | public bool ExportNormal = false; 37 | #region Mono 38 | void OnDrawGizmos() 39 | { 40 | float halfWidth = SampleWidth * 0.5f; 41 | if (ShowSampleRay) 42 | { 43 | for (int y = 0; y < SampleHeight; y++) 44 | for (int x = 0; x < SampleWidth; x++) 45 | { 46 | Gizmos.DrawLine(transform.position + new Vector3((x - halfWidth) * PixelWidth, y * PixelWidth, 0), transform.position + new Vector3((x - halfWidth) * PixelWidth, y * PixelWidth, RayLength)); 47 | } 48 | } 49 | if (ShowSampleArea) 50 | { 51 | Gizmos.color = Color.red; 52 | Vector3 v000 = transform.position + new Vector3(-halfWidth * PixelWidth, 0, 0); 53 | Vector3 v001 = transform.position + new Vector3(-halfWidth * PixelWidth, 0, RayLength); 54 | Vector3 v010 = transform.position + new Vector3(-halfWidth * PixelWidth, SampleHeight * PixelWidth, 0); 55 | Vector3 v011 = transform.position + new Vector3(-halfWidth * PixelWidth, SampleHeight * PixelWidth, RayLength); 56 | Vector3 v100 = transform.position + new Vector3(halfWidth * PixelWidth, 0, 0); 57 | Vector3 v101 = transform.position + new Vector3(halfWidth * PixelWidth, 0, RayLength); 58 | Vector3 v110 = transform.position + new Vector3(halfWidth * PixelWidth, SampleHeight * PixelWidth, 0); 59 | Vector3 v111 = transform.position + new Vector3(halfWidth * PixelWidth, SampleHeight * PixelWidth, RayLength); 60 | Gizmos.DrawLine(v000, v001); 61 | Gizmos.DrawLine(v100, v101); 62 | Gizmos.DrawLine(v010, v011); 63 | Gizmos.DrawLine(v110, v111); 64 | Gizmos.DrawLine(v000, v010); 65 | Gizmos.DrawLine(v100, v110); 66 | Gizmos.DrawLine(v001, v011); 67 | Gizmos.DrawLine(v101, v111); 68 | Gizmos.DrawLine(v000, v100); 69 | Gizmos.DrawLine(v010, v110); 70 | Gizmos.DrawLine(v001, v101); 71 | Gizmos.DrawLine(v011, v111); 72 | } 73 | } 74 | 75 | int interval = 0; 76 | int refreshRate = 10; 77 | void FixedUpdate() 78 | { 79 | if (interval >= 10) 80 | { 81 | Texture2D previewTex = CreatePreview(CreateFrame(StartSample())); 82 | if (PreviewImg != null && previewTex != null) 83 | { 84 | previewTex.filterMode = FilterMode.Point; 85 | PreviewImg.rectTransform.sizeDelta = new Vector2(SampleWidth, SampleHeight) * 5; 86 | PreviewImg.texture = previewTex; 87 | } 88 | interval = 0; 89 | } 90 | interval++; 91 | } 92 | #endregion 93 | #region 采样 94 | SampleInfo[] StartSample() 95 | { 96 | SampleInfo[] res = new SampleInfo[SampleWidth * SampleHeight]; 97 | for (int y = 0; y < SampleHeight; y++) 98 | for (int x = 0; x < SampleWidth; x++) 99 | { 100 | //如果只采样一次,就采样最中间的 101 | if (SampleTime == 1) 102 | res[y * SampleWidth + x] = SampleColor(new Ray(transform.position + new Vector3((x - SampleWidth * 0.5f) * PixelWidth, y * PixelWidth, 0), Vector3.forward)); 103 | else 104 | { 105 | //法线、位置等信息采样最中间,颜色信息随机 106 | res[y * SampleWidth + x] = SampleColor(new Ray(transform.position + new Vector3((x - SampleWidth * 0.5f) * PixelWidth, y * PixelWidth, 0), Vector3.forward)); 107 | if (res[y * SampleWidth + x] == null) continue; 108 | for (int i = 0; i < SampleTime; i++ ) 109 | { 110 | var t = SampleColor(new Ray(transform.position + new Vector3((x - SampleWidth * 0.5f + Random.Range(-0.5f, 0.5f)) * PixelWidth, (y + Random.Range(-0.5f, 0.5f)) * PixelWidth, 0), Vector3.forward)); 111 | if (t != null) 112 | res[y * SampleWidth + x].Color += t.Color; 113 | } 114 | res[y * SampleWidth + x].Color /= (float)SampleTime; 115 | } 116 | } 117 | return res; 118 | } 119 | 120 | SampleInfo SampleColor(Ray ray) 121 | { 122 | var hits = Physics.RaycastAll(ray, RayLength); 123 | if (hits.Length == 0) 124 | return null; 125 | RaycastHit firstHit = hits[0]; 126 | for (int i = 1; i < hits.Length; i++) 127 | { 128 | if (firstHit.point.z > hits[i].point.z) 129 | firstHit = hits[i]; 130 | } 131 | if (firstHit.collider.gameObject.layer != 8) 132 | return null; 133 | SampleInfo resInfo = new SampleInfo(); 134 | resInfo.Normal = firstHit.normal; 135 | resInfo.Position = firstHit.point; 136 | resInfo.Color = firstHit.collider.GetComponent().GetColor(firstHit.textureCoord); 137 | #region 色调替换 138 | if (ReplaceColor) 139 | { 140 | if (resInfo.Color.r == 0) 141 | { 142 | if (resInfo.Color.g == 0) 143 | { 144 | if (resInfo.Color.b == 0) 145 | { 146 | resInfo.Color = c000; 147 | } 148 | else if (resInfo.Color.b == 1) 149 | { 150 | resInfo.Color = c001; 151 | } 152 | } 153 | else if (resInfo.Color.g == 1) 154 | { 155 | if (resInfo.Color.b == 0) 156 | { 157 | resInfo.Color = c010; 158 | } 159 | else if (resInfo.Color.b == 1) 160 | { 161 | resInfo.Color = c011; 162 | } 163 | } 164 | } 165 | else if (resInfo.Color.r == 1) 166 | { 167 | if (resInfo.Color.g == 0) 168 | { 169 | if (resInfo.Color.b == 0) 170 | { 171 | resInfo.Color = c100; 172 | } 173 | else if (resInfo.Color.b == 1) 174 | { 175 | resInfo.Color = c101; 176 | } 177 | } 178 | else if (resInfo.Color.g == 1) 179 | { 180 | if (resInfo.Color.b == 0) 181 | { 182 | resInfo.Color = c110; 183 | } 184 | else if (resInfo.Color.b == 1) 185 | { 186 | resInfo.Color = c111; 187 | } 188 | } 189 | } 190 | } 191 | #endregion 192 | return resInfo; 193 | } 194 | 195 | Color[] CreateNormal(SampleInfo[] infos) 196 | { 197 | Color[] colors = new Color[SampleWidth * SampleHeight]; 198 | for (int i = 0; i < colors.Length; i++) 199 | { 200 | if (infos[i] != null) 201 | { 202 | colors[i] = new Color( 203 | infos[i].Normal.x, 204 | infos[i].Normal.y, 205 | infos[i].Normal.z, 206 | 1); 207 | } 208 | else 209 | colors[i] = new Color(0, 0, 0, 0); 210 | } 211 | return colors; 212 | } 213 | 214 | Color[] CreateFrame(SampleInfo[] infos) 215 | { 216 | Color[] colors = new Color[SampleWidth * SampleHeight]; 217 | for (int i = 0; i < colors.Length; i++) 218 | { 219 | if (infos[i] != null) 220 | colors[i] = infos[i].Color; 221 | else 222 | colors[i] = new Color(0, 0, 0, 0); 223 | } 224 | return colors; 225 | } 226 | #endregion 227 | #region 输出 228 | 229 | ///输出到预览 230 | Texture2D CreatePreview(Color[] colors) 231 | { 232 | if (SampleWidth * SampleHeight != colors.Length) 233 | { 234 | Debug.LogError("长宽与数组长度无法对应!"); 235 | return null; 236 | } 237 | Texture2D tex = new Texture2D(SampleWidth, SampleHeight, TextureFormat.ARGB32, false); 238 | tex.SetPixels(colors); 239 | tex.Apply(); 240 | return tex; 241 | } 242 | 243 | /// 输出到文件 244 | void CreatePng(Color[] colors, string path) 245 | { 246 | if (SampleWidth * SampleHeight != colors.Length) 247 | { 248 | Debug.LogError("长宽与数组长度无法对应!"); 249 | return; 250 | } 251 | Texture2D tex = new Texture2D(SampleWidth, SampleHeight, TextureFormat.ARGB32, false); 252 | tex.filterMode = FilterMode.Point; 253 | tex.alphaIsTransparency = true; 254 | tex.SetPixels(colors); 255 | tex.Apply(); 256 | byte[] bytes = tex.EncodeToPNG(); 257 | FileStream fs = new FileStream(path, FileMode.Create); 258 | BinaryWriter bw = new BinaryWriter(fs); 259 | bw.Write(bytes); 260 | fs.Close(); 261 | bw.Close(); 262 | } 263 | #endregion 264 | #region 开放给UI的操作接口 265 | public void ExportCurrent(string roleName, string name) 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