Files
Main/Assets/Editor/DIY/Custom/CheckPlayCoundScriptEditor.cs
2025-01-25 04:38:09 +08:00

71 lines
2.4 KiB
C#

using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Thousandto.DIY
{
public class CheckPlayCoundScriptEditor : EditorWindow
{
[MenuItem("Ares/CheckPlayCoundScriptEditor")]
static void Open()
{
if (Application.isPlaying)
{
return;
}
var win = (CheckPlayCoundScriptEditor)EditorWindow.GetWindow(typeof(CheckPlayCoundScriptEditor));
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();
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);
for (int i = 0; i < files.Length; ++i)
{
var path = files[i].FullName;
path = path.Replace('\\', '/');
path = path.Substring(path.IndexOf("Assets"));
var go = AssetDatabase.LoadAssetAtPath<GameObject>(path);
var playSounds = go.GetComponentsInChildren<UIPlaySound>();
if(playSounds != null && playSounds.Length > 0)
{
UnityEngine.Debug.LogError(path);
}
}
}
}
}
}
}