151 lines
5.9 KiB
C#
151 lines
5.9 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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namespace Thousandto.DIY
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{
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public class ChangeUIFontEditor : EditorWindow
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{
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[MenuItem("Ares/ChangeSclectToNewFont")]
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static void ChangeToNewFont()
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{
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var selectObj = UnityEditor.Selection.gameObjects;
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if (selectObj == null || selectObj.Length <= 0)
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return;
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var baseFont = AssetDatabase.LoadAssetAtPath<UIFont>("Assets/GameAssets/Resources/GameUI/Base/Font/UIBaseFont.prefab");
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var newBaseFont = AssetDatabase.LoadAssetAtPath<UIFont>("Assets/GameAssets/Resources/GameUI/Base/Font/UINewMainFont.prefab");
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var newTitleFont = AssetDatabase.LoadAssetAtPath<UIFont>("Assets/GameAssets/Resources/GameUI/Base/Font/UINewTitleFont.prefab");
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if (baseFont == null || newBaseFont ==null || newTitleFont == null)
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{
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return;
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}
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for (int i = 0; i < selectObj.Length; ++i)
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{
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var go = selectObj[i];
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var labels = go.GetComponentsInChildren<UILabel>(true);
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if(labels != null && labels.Length > 0)
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{
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for(int j = 0; j < labels.Length; ++j)
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{
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var label = labels[j];
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if(label.bitmapFont == null || label.bitmapFont == baseFont)
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{
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label.bitmapFont = newBaseFont;
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}
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else if(label.bitmapFont != newBaseFont)
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{
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label.bitmapFont = newTitleFont;
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}
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}
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}
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var sprites = go.GetComponentsInChildren<UISprite>(true);
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if(sprites != null && sprites.Length > 0)
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{
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for (int j = 0; j < sprites.Length; ++j)
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{
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var spr = sprites[j];
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if(spr.atlas != null && spr.atlas.name.Contains("UIIconAtlas"))
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{
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var path = AssetDatabase.GetAssetPath(spr.atlas);
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path = path.Replace("UIIconAtlas", "UINewIconAtlas");
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var newatlas = AssetDatabase.LoadAssetAtPath<UIAtlas>(path);
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if(newatlas != null)
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{
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spr.atlas = newatlas;
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}
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}
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}
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}
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}
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UnityEngine.Debug.LogError("替换完成");
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}
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[MenuItem("Ares/ChangeUIFontEditor")]
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static void Open()
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{
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if (Application.isPlaying)
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{
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return;
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}
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var win = (ChangeUIFontEditor)EditorWindow.GetWindow(typeof(ChangeUIFontEditor));
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win.Show();
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}
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private string _prefabPath = string.Empty;
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void OnGUI()
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{
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EditorGUILayout.BeginVertical();
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EditorGUILayout.LabelField("选择路径");
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("需要修改层的Prefab路径");
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("浏览", GUILayout.Width(50)))
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{
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_prefabPath = EditorUtility.OpenFolderPanel("Change Layer Prefab Path", _prefabPath, "");
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}
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if (string.IsNullOrEmpty(_prefabPath))
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{
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EditorGUILayout.LabelField("null...");
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}
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else
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{
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EditorGUILayout.LabelField(_prefabPath);
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndVertical();
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EditorGUILayout.BeginVertical();
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndVertical();
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if (GUILayout.Button("转换", GUILayout.Width(50)))
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{
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if (string.IsNullOrEmpty(_prefabPath))
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return;
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if (Directory.Exists(_prefabPath))
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{
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DirectoryInfo direction = new DirectoryInfo(_prefabPath);
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FileInfo[] files = direction.GetFiles("*.prefab", SearchOption.AllDirectories);
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//var fightFont = AssetDatabase.LoadAssetAtPath<UIFont>("Assets/GameAssets/Resources/GameUI/Base/Font/UIFightFont.prefab");
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var baseFont = AssetDatabase.LoadAssetAtPath<UIFont>("Assets/GameAssets/Resources/GameUI/Base/Font/UIBaseFont.prefab");
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if (baseFont == null)
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{
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return;
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}
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for (int i = 0; i < files.Length; ++i)
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{
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var path = files[i].FullName.Replace('\\', '/');
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path = path.Replace("D:/TianZhiJin/Client/Main/", "");
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var go = AssetDatabase.LoadAssetAtPath<GameObject>(path);
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if (go != null)
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{
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var labels = go.GetComponentsInChildren<UILabel>(true);
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for (int j = 0; j < labels.Length; ++j)
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{
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if (labels[j].bitmapFont == null)
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{
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labels[j].bitmapFont = baseFont;
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}
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}
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EditorUtility.SetDirty(go);
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
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}
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}
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}
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}
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}
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}
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