스프라이트 에디터 데이터 공급자 API를 사용하면 사용자가 커스텀 임포터 또는 에디터 툴에서 스프라이트 데이터를 추가, 변경, 제거할 수 있습니다.API를 적용하는 방법을 알아보려면 아래의 코드 예시를 참조하십시오.
중요:다음 예시 중 일부에는 Unity 2021.2 이상을 사용하는 경우 필요한 추가 코드 섹션이 포함되어 있습니다.Unity 2021.1 이하를 사용하는 경우 코드가 올바르게 컴파일되도록 표시된 섹션을 제거해야 합니다.
다음 예시에서는 API를 사용하여 각 인스턴스를 얻는 방법을 보여줍니다.
using UnityEditor;
using UnityEditor.U2D.Sprites;
using UnityEngine;
public class MyAssetPostProcessor :AssetPostprocessor
{
    private void OnPreprocessTexture()
    {
        var factory = new SpriteDataProviderFactories();
        factory.Init();
        var dataProvider = factory.GetSpriteEditorDataProviderFromObject(assetImporter);
        dataProvider.InitSpriteEditorDataProvider();
        /* Use the data provider */
        // Apply the changes made to the data provider
        dataProvider.Apply();
    }
}
using UnityEditor;
using UnityEditor.U2D.Sprites;
using UnityEngine;
public static class MyCustomTool
{
    [MenuItem("Custom/Update Sprite Settings")]
    static void UpdateSettings()
    {
        foreach (var obj in Selection.objects)
        {
            if (obj is Texture2D)
            {
                var factory = new SpriteDataProviderFactories();
                factory.Init();
                var dataProvider = factory.GetSpriteEditorDataProviderFromObject(obj);
                dataProvider.InitSpriteEditorDataProvider();
                /* Use the data provider */
                // Apply the changes made to the data provider
                dataProvider.Apply();
                // Reimport the asset to have the changes applied
                var assetImporter = dataProvider.targetObject as AssetImporter;
                assetImporter.SaveAndReimport();
            }
        }
    }
}
static void AddSprite(ISpriteEditorDataProvider dataProvider)
{
    // Define the new Sprite Rect
    var newSprite = new SpriteRect()
    {
        name = "MyNewSprite",
        spriteID = GUID.Generate(),
        rect = new Rect(0, 0, 32, 32)
    };
    // Add the Sprite Rect to the list of existing Sprite Rects
    var spriteRects = dataProvider.GetSpriteRects().ToList();
    spriteRects.Add(newSprite);
    // Write the updated data back to the data provider
    dataProvider.SetSpriteRects(spriteRects.ToArray());
    // Note:This section is only for Unity 2021.2 and newer
    // Register the new Sprite Rect's name and GUID with the ISpriteNameFileIdDataProvider
    var spriteNameFileIdDataProvider = dataProvider.GetDataProvider<ISpriteNameFileIdDataProvider>();
    var nameFileIdPairs = spriteNameFileIdDataProvider.GetNameFileIdPairs().ToList();
    nameFileIdPairs.Add(new SpriteNameFileIdPair(newSprite.name, newSprite.spriteID));
    spriteNameFileIdDataProvider.SetNameFileIdPairs(nameFileIdPairs);
    // End of Unity 2021.2 and newer section
    // Apply the changes
    dataProvider.Apply();
}
static void SetPivot(ISpriteEditorDataProvider dataProvider)
{
    // Get all the existing Sprites
    var spriteRects = dataProvider.GetSpriteRects();
    // Loop over all Sprites and update the pivots
    foreach (var rect in spriteRects)
    {
        rect.pivot = new Vector2(0.1f, 0.2f);
        rect.alignment = SpriteAlignment.Custom;
    }
    // Write the updated data back to the data provider
    dataProvider.SetSpriteRects(spriteRects);
    // Apply the changes
    dataProvider.Apply();
}
static void RemoveSprite(ISpriteEditorDataProvider dataProvider, string spriteName)
{
    // Get all the existing Sprites and look for the Sprite with the selected name
    var spriteRects = dataProvider.GetSpriteRects().ToList();
    var index = spriteRects.FindIndex(x => x.name == spriteName);
    // Remove the entry of the Sprite if found
    if (index >= 0)
        spriteRects.RemoveAt(index);
    // Write the updated data back to the data provider
    dataProvider.SetSpriteRects(spriteRects.ToArray());
    // Note:This section is only for Unity 2021.2 and newer
    // Get all the existing SpriteName & FileId pairs and look for the Sprite with the selected name
    var spriteNameFileIdDataProvider = dataProvider.GetDataProvider<ISpriteNameFileIdDataProvider>();
    var nameFileIdPairs = spriteNameFileIdDataProvider.GetNameFileIdPairs().ToList();
    index = nameFileIdPairs.FindIndex(x => x.name == spriteName);
    // Remove the entry of the Sprite if found
    if (index >= 0)
        nameFileIdPairs.RemoveAt(index);
    spriteNameFileIdDataProvider.SetNameFileIdPairs(nameFileIdPairs);
    // End of Unity 2021.2 and newer section
    // Apply the changes
    dataProvider.Apply();
}
static void SetOutline(ISpriteEditorDataProvider dataProvider)
{
    // Get the ISpriteOutlineDataProvider
    var outlineDataProvider = dataProvider.GetDataProvider<ISpriteOutlineDataProvider>();
    // Loop over all Sprites and set their outline to a quad
    var spriteRects = dataProvider.GetSpriteRects();
    foreach (var spriteRect in spriteRects)
    {
        var halfWidth = spriteRect.rect.width / 2f;
        var halfHeight = spriteRect.rect.height / 2f;
        var quadOutline = new Vector2[4]
        {
            new Vector2(-halfWidth, -halfHeight),
            new Vector2(-halfWidth, halfHeight),
            new Vector2(halfWidth, halfHeight),
            new Vector2(halfWidth, -halfHeight)
        };
        var outlines = new List<Vector2[]>();
        outlines.Add(quadOutline);
        var spriteGuid = spriteRect.spriteID;
        outlineDataProvider.SetOutlines(spriteGuid, outlines);
    }
    // Apply the changes
    dataProvider.Apply();
}