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

151 lines
5.9 KiB
C#

using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Thousandto.DIY
{
public class ChangeUIFontEditor : EditorWindow
{
[MenuItem("Ares/ChangeSclectToNewFont")]
static void ChangeToNewFont()
{
var selectObj = UnityEditor.Selection.gameObjects;
if (selectObj == null || selectObj.Length <= 0)
return;
var baseFont = AssetDatabase.LoadAssetAtPath<UIFont>("Assets/GameAssets/Resources/GameUI/Base/Font/UIBaseFont.prefab");
var newBaseFont = AssetDatabase.LoadAssetAtPath<UIFont>("Assets/GameAssets/Resources/GameUI/Base/Font/UINewMainFont.prefab");
var newTitleFont = AssetDatabase.LoadAssetAtPath<UIFont>("Assets/GameAssets/Resources/GameUI/Base/Font/UINewTitleFont.prefab");
if (baseFont == null || newBaseFont ==null || newTitleFont == null)
{
return;
}
for (int i = 0; i < selectObj.Length; ++i)
{
var go = selectObj[i];
var labels = go.GetComponentsInChildren<UILabel>(true);
if(labels != null && labels.Length > 0)
{
for(int j = 0; j < labels.Length; ++j)
{
var label = labels[j];
if(label.bitmapFont == null || label.bitmapFont == baseFont)
{
label.bitmapFont = newBaseFont;
}
else if(label.bitmapFont != newBaseFont)
{
label.bitmapFont = newTitleFont;
}
}
}
var sprites = go.GetComponentsInChildren<UISprite>(true);
if(sprites != null && sprites.Length > 0)
{
for (int j = 0; j < sprites.Length; ++j)
{
var spr = sprites[j];
if(spr.atlas != null && spr.atlas.name.Contains("UIIconAtlas"))
{
var path = AssetDatabase.GetAssetPath(spr.atlas);
path = path.Replace("UIIconAtlas", "UINewIconAtlas");
var newatlas = AssetDatabase.LoadAssetAtPath<UIAtlas>(path);
if(newatlas != null)
{
spr.atlas = newatlas;
}
}
}
}
}
UnityEngine.Debug.LogError("替换完成");
}
[MenuItem("Ares/ChangeUIFontEditor")]
static void Open()
{
if (Application.isPlaying)
{
return;
}
var win = (ChangeUIFontEditor)EditorWindow.GetWindow(typeof(ChangeUIFontEditor));
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("转换", 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 fightFont = AssetDatabase.LoadAssetAtPath<UIFont>("Assets/GameAssets/Resources/GameUI/Base/Font/UIFightFont.prefab");
var baseFont = AssetDatabase.LoadAssetAtPath<UIFont>("Assets/GameAssets/Resources/GameUI/Base/Font/UIBaseFont.prefab");
if (baseFont == null)
{
return;
}
for (int i = 0; i < files.Length; ++i)
{
var path = files[i].FullName.Replace('\\', '/');
path = path.Replace("D:/TianZhiJin/Client/Main/", "");
var go = AssetDatabase.LoadAssetAtPath<GameObject>(path);
if (go != null)
{
var labels = go.GetComponentsInChildren<UILabel>(true);
for (int j = 0; j < labels.Length; ++j)
{
if (labels[j].bitmapFont == null)
{
labels[j].bitmapFont = baseFont;
}
}
EditorUtility.SetDirty(go);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
}
}
}
}
}
}