Unity3D 导入贴图、模型等资源文件时自动设置参数

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http://www.cnblogs.com/shanksyi/p/5632750.html

using UnityEngine;using System.Collections;using UnityEditor;/// <summary>/// AssetPostprocessor: 贴图、模型、声音等资源导入时调用,可自动设置相应参数/// 导入图片时自动设置图片的参数/// </summary>public class TextureImportSetting : AssetPostprocessor{    /// <summary>    /// 图片导入之前调用,可设置图片的格式、Tag……    /// </summary>    void OnPreprocessTexture()    {        TextureImporter importer = (TextureImporter)assetImporter;        importer.textureType = TextureImporterType.Sprite; // 设置为Sprite类型        importer.mipmapEnabled = false; // 禁用mipmap        //importer.spritePackingTag = "tag"; // 设置Sprite的打包Tag        Debug.Log("OnPreprocessTexture");    }    /// <summary>    /// 图片已经被压缩、保存到指定目录下之后调用    /// </summary>    /// <param name="texture"></param>    void OnPostprocessTexure(Texture2D texture)    {        Debug.Log(texture.name);    }    /// <summary>    /// 所有资源被导入、删除、移动完成之后调用    /// </summary>    /// <param name="importedAssets"></param>    /// <param name="deletedAssets"></param>    /// <param name="movedAssets"></param>    /// <param name="movedFromAssetPaths"></param>    static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)    {        foreach (string str in importedAssets)        {            Debug.Log("Reimported Asset: " + str);        }        foreach (string str in deletedAssets)        {            Debug.Log("Deleted Asset: " + str);        }        for (int i = 0; i < movedAssets.Length; i++)        {            Debug.Log("Moved Asset: " + movedAssets[i] + " from: " + movedFromAssetPaths[i]);        }    }}
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