104 lines
3.7 KiB
C#
104 lines
3.7 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 ChangeUILayerEditor : EditorWindow
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{
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[MenuItem("Ares/ChangeUILayerEditor")]
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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 = (ChangeUILayerEditor)EditorWindow.GetWindow(typeof(ChangeUILayerEditor));
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win.Show();
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}
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private string _prefabPath = string.Empty;
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private string[] _layerNames = null;
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private int _orginLayer = 0;
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private int _targetLayer = 0;
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void OnGUI()
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{
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if(_layerNames == null)
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{
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var layerList = new List<string>();
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for (int i = 0; i < 32; ++i)
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{
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var layerName = LayerMask.LayerToName(i);
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if(!string.IsNullOrEmpty(layerName))
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{
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layerList.Add(layerName);
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}
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}
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_layerNames = layerList.ToArray();
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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.LabelField("原层");
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_orginLayer = EditorGUILayout.Popup(_orginLayer, _layerNames);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("目标层");
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_targetLayer = EditorGUILayout.Popup(_targetLayer, _layerNames);
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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(_orginLayer == _targetLayer)
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{
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return;
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}
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if (string.IsNullOrEmpty(_prefabPath))
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return;
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int oriLayer = LayerMask.NameToLayer(_layerNames[_orginLayer]);
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int targetLayer = LayerMask.NameToLayer(_layerNames[_targetLayer]);
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string originLayerText = string.Format("m_Layer: {0}", oriLayer);
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string targetLayerText = string.Format("m_Layer: {0}", targetLayer);
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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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for (int i = 0; i < files.Length; ++i)
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{
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var path = files[i].FullName;
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var prefabText = File.ReadAllText(path);
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prefabText = prefabText.Replace(originLayerText, targetLayerText);
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File.WriteAllText(path, prefabText);
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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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