Files
Main/Assets/Editor/DIY/Custom/CheckUIResEditor.cs

111 lines
4.1 KiB
C#
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2025-01-25 04:38:09 +08:00
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace Thousandto.DIY
{
public class CheckUIResEditor : EditorWindow
{
[MenuItem("Ares/CheckUIResEditor")]
static void Open()
{
if (Application.isPlaying)
{
return;
}
var win = (CheckUIResEditor)EditorWindow.GetWindow(typeof(CheckUIResEditor));
win.Show();
}
private string _prefabPath = string.Empty;
void OnGUI()
{
EditorGUILayout.BeginVertical();
EditorGUILayout.LabelField("选择路径");
EditorGUILayout.Space();
EditorGUILayout.LabelField("需要修改层的Prefab路径");
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("浏览", GUILayout.Width(50)))
{
_prefabPath = EditorUtility.OpenFolderPanel("Change Layer Prefab Path", _prefabPath, "");
}
if (string.IsNullOrEmpty(_prefabPath))
{
EditorGUILayout.LabelField("null...");
}
else
{
EditorGUILayout.LabelField(_prefabPath);
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
EditorGUILayout.BeginVertical();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
if (GUILayout.Button("检查", GUILayout.Width(50)))
{
if (string.IsNullOrEmpty(_prefabPath))
return;
if (Directory.Exists(_prefabPath))
{
DirectoryInfo direction = new DirectoryInfo(_prefabPath);
FileInfo[] files = direction.GetFiles("*.prefab", SearchOption.AllDirectories);
var text = new StringBuilder(1024 * 1024);
var text2 = new StringBuilder(1024 * 1024);
for (int i = 0; i < files.Length; ++i)
{
var path = files[i].FullName.Replace('\\', '/');
var starIndex = path.IndexOf("/Assets/", 0);
path = path.Remove(0, starIndex + 1);
var go = AssetDatabase.LoadAssetAtPath<GameObject>(path);
if (go != null)
{
text2.Length = 0;
var labels = go.GetComponentsInChildren<UILabel>(true);
for (int j = 0; j < labels.Length; ++j)
{
if (labels[j].bitmapFont != null && !labels[j].bitmapFont.name.Contains("UINew"))
{
text2.AppendFormat(",{0}", labels[j].name);
}
}
var sprites = go.GetComponentsInChildren<UISprite>(true);
for (int j = 0; j < sprites.Length; ++j)
{
if (sprites[j].atlas != null && !sprites[j].atlas.name.Contains("UINew"))
{
text2.AppendFormat(",{0}", sprites[j].name);
}
}
if(text2.Length > 0)
{
text.AppendFormat("\n{0}", go.name);
text.Append(text2);
}
}
}
var savePath = EditorUtility.OpenFilePanel("选择保存的文件", "", "*.txt");
if(!string.IsNullOrEmpty(savePath))
{
File.WriteAllText(savePath, text.ToString());
}
}
}
}
}
}