Texture Merger in EgretWing
IF YOU ARE CREATING ENTIRELY NEW FILES, START HERE
inside of the script folder add the following file autoMerge.js
file path of current use case
scripts/autoMerge.js
```
"use strict";
console.log(123);
Object.defineProperty(exports, "__esModule", { value: true });
var fs = require("fs");
var path = require("path");
var resjsons = ["resource/default.res.json"]; //要扫描的res.json文件
var targetDir = "resource/TextureMerger"; //输出目录
var pathNor = path.relative(targetDir, "resource"); //返回一个相对路径
var tempindex = 0;
//创建输出文件夹
if (resjsons.length > 0) {
if (!fs.existsSync(targetDir)) {
// var paths = path.normalize(targetDir).split("\\"); //windows 下使用
var paths = path.normalize(targetDir).split("\/"); //mac linux 下使用
var target = ".";
for (var _i = 0, paths_1 = paths; _i < paths_1.length; _i++) {
var p = paths_1[_i];
// target += ("\\" + p); // windows 下使用
target += ("\/" + p); // mac linux 下使用
if (!fs.existsSync(target))
// 根据路径创建文件夹
fs.mkdirSync(target);
}
}
}
var _loop_1 = function (resJson) {
// 判断是否是res.json文件
if (fs.existsSync(resJson) && resJson.indexOf("res.json") > -1) {
var defaultJson = fs.readFileSync(resJson, "utf-8");
// 解析res.json文件内容
var defaultObject = JSON.parse(defaultJson);
var groups = defaultObject.groups; //组
var resources = defaultObject.resources; //资源
var resourcesHash_1 = {}; // 用来存放resources的资源信息
// 遍历resources
for (var _i = 0, resources_1 = resources; _i < resources_1.length; _i++) {
var resource = resources_1[_i];
resourcesHash_1[resource.name] = resource.url;
}
// 遍历groups
for (var _a = 0, groups_1 = groups; _a < groups_1.length; _a++) {
var group = groups_1[_a];
var tmproject = {}; //用来存放tmproject文件的信息
// tmproject文件配置
tmproject["options"] = {
"layoutMath": "2",
"sizeMode": "2n",
"useExtension": 1,
"layoutGap": 1,
"extend": 0
};
// projectName
tmproject["projectName"] = group.name + "_" + tempindex;
// 版本
tmproject["version"] = 5;
tempindex++;
// 获取res.json分组的keys, 并分割成数组
var oldkeys = group.keys.split(",");
var oldkeysHash = {};
// 遍历oldkeys
for (var _b = 0, oldkeys_1 = oldkeys; _b < oldkeys_1.length; _b++) {
var key = oldkeys_1[_b];
// 保存到oldkeysHash对象中
oldkeysHash[key] = true;
}
var newKeys = [];
// 遍历oldkeys
for (var _c = 0, oldkeys_2 = oldkeys; _c < oldkeys_2.length; _c++) {
var key = oldkeys_2[_c];
if (key.indexOf("json") == -1) {
if (!oldkeysHash[key.replace("png", "json")]) { //粒子和龙骨对应的图集不合图
if (!oldkeysHash[key.replace("png", "fnt")]) //位图字体
newKeys.push(key);
}
else if (key.indexOf("jpg") > -1) {
newKeys.push(key);
}
}
}
oldkeysHash = {};
oldkeys = [];
// files路径
var urls = newKeys.map(function (key) {
return path.join(pathNor, resourcesHash_1[key]);
});
tmproject["files"] = urls;
// 根据tmproject写入文件
if (urls.length > 0) {
fs.writeFileSync(path.join(targetDir, tmproject["projectName"] + ".tmproject"), JSON.stringify(tmproject));
}
tmproject = {};
}
}
};
//根据数组开始扫描
for (var _a = 0, resjsons_1 = resjsons; _a < resjsons_1.length; _a++) {
var resJson = resjsons_1[_a];
_loop_1(resJson);
}
```
Once you have succesfully added this file, go to 「 config.ts 」.
File path of current use case.
{scripts/config.ts}
Add the following code inside of the 「 Build 」command
```
TextureMergerPlugin({textureMergerRoot:[ 'resource']}),
new ConvertResConfigFilePlugin({ resourceConfigFiles: [{ filename: "resource/default.res.json", root: "resource/" }],
nameSelector: (p) => {return path.basename(p).split(".").join("_")},TM_Verbose: true}),
```
HERE IS THE SAME CODE INSIDE OF THE BUILD COMMAND
```
/// 阅读 api.d.ts 查看文档
///<reference path="api.d.ts"/>
import * as path from 'path';
import { ConvertResConfigFilePlugin, UglifyPlugin, IncrementCompilePlugin, CompilePlugin, ManifestPlugin, ExmlPlugin, EmitResConfigFilePlugin, TextureMergerPlugin, RenamePlugin } from 'built-in';
import { WxgamePlugin } from './wxgame/wxgame';
import { BricksPlugin } from './bricks/bricks';
import { CustomPlugin } from './myplugin';
const config: ResourceManagerConfig = {
buildConfig: (params) => {
const { target, command, projectName, version } = params;
if (command == 'build') {
const outputDir = '.';
return {
outputDir,
commands: [
/////////
new TextureMergerPlugin({textureMergerRoot:[ 'resource']}),
//////////////
new ConvertResConfigFilePlugin({ resourceConfigFiles: [{ filename: "resource/default.res.json", root: "resource/" }],
nameSelector: (p) => {return path.basename(p).split(".").join("_")},TM_Verbose: true}),
///////////////
new ExmlPlugin('debug'), // 非 EUI 项目关闭此设置
new IncrementCompilePlugin(),
]
}
}
```
WHEN YOU ARE NOT USING THESE TWO PLUGINS LEAVE THEM COMMENTED OUT!
Now that you have all of your pre-requisites you can begin the proccess of merging images.
**A NOTE FOR CLARITY\, IF YOU WANT THE IMAGES TO ONLY BE USED ON THE GAMES WHICH THEY ARE REQUIRED AND TO SAVE MEMORY AND SPEED THAN YOU MUST SET THEM TO UNIQUE GROUPS INSIDE OF 「default.res.json」.**
IF YOU ALREADY HAVE FILES CONFIGURED, THEN YOU CAN START HERE.
There will be four steps to follow from here.
1)A.In the Egret terminal run 「node scripts/autoMerge.js」.
1)B.Shortly after you should see 123 logged to the terminal console.
「
After this you will see a new folder {resource/TextureMerger}, and a file {resource/TextureMerger/loading_1.tmproject}, for each group inside of the default.res.json.
」
2)A.Now inside of 「config.ts」 uncomment the TextureMergerPlugin.
2)B.Run the build command either by pressing the button in the image below or by clicking project then build.
2)C.Now comment out the TextureMergerPlugin.
「
You Will now see two new files per group inside of the folder {resource/TextureMerger}
First you will see-{resource/TextureMerger/loading_1.json}
Then you will see-{resource/TextureMerger/loading_1.png}
」
3)A.Now inside of 「config.ts」 uncomment the ConvertResConfigFilePlugin.
3)B.Run the build command either by pressing the button in the image below or by clicking project then build.
3)C.Now comment out the ConvertResConfigFilePlugin.
「
Now inside of the source code of the 「default.res.json」there will be new group edits as well as key value pairs.
」
4)A.Now you will need to click project the project button and then click clean, this will allow egret to check for conflicts and fix most of them.

4)B.now you will need to change the images inside of each EXML (example, change
{resource/assets/downlist.png}
into this format at all occurences
{downlist_png}).
4)C.If all things worked well, you should now be saving precious time in loading!