zoukankan      html  css  js  c++  java
  • EDCheckPrefabRef

    using UnityEngine;
    using System.Collections;
    using UnityEditor;
    using UnityEngine.UI;
    using System.Reflection;
    using System.Collections.Generic;
    using System.Linq;
    using System;

    namespace Daemo {

    public class EDCheckPrefabRef : BaseEditor
    {
    static string m_strCurPath;

    public static void StartCheckPrefabRef() {
    if (Selection.objects != null && Selection.objects.Length > 0 && Selection.objects[0] != null)
    {
    GameObject obj = Selection.objects[0] as GameObject;
    CheckPrefabRef(obj.transform);
    }
    }

    public static void StartCheckDirPrefabRef() {
    //HandlelDirections(Application.dataPath + "/Resources", HandleDirectionsAct);
    List<GameObject> list = GetAllUIPrefabs();
    checkStr = "";
    for (int i = 0; i < list.Count; i++) {
    CheckPrefabRef(list[i].transform);
    }
    Debug.LogError(checkStr);
    checkStr = "";
    }

    private static void HandleDirectionsAct(string path) {
    if (path.EndsWith(".meta")) {
    return;
    }
    if (path.EndsWith(".prefab")) {
    //path = path.Split('.')[0];
    path = "Assets"+ SplitPath(path, "Assets");
    m_strCurPath = path;
    Debug.Log("path:" + path);
    GameObject o = AssetDatabase.LoadAssetAtPath<GameObject>(path);
    //o = GameObject.Instantiate(o);
    CheckPrefabRef(o.transform);
    }
    }
    private static List<GameObject> allPrefabs = new List<GameObject>();
    public static List<GameObject> GetAllUIPrefabs() {
    allPrefabs.Clear();
    HandlelDirections(Application.dataPath + "/Resources/UI", PrefabCallBack);
    return allPrefabs;
    }
    private static void PrefabCallBack(string path)
    {
    if (path.EndsWith(".meta"))
    {
    return;
    }
    if (path.EndsWith(".prefab"))
    {
    //path = path.Split('.')[0];
    path = "Assets" + SplitPath(path, "Assets");
    m_strCurPath = path;
    GameObject searchObj = AssetDatabase.LoadAssetAtPath<GameObject>(path);
    if (searchObj != null)
    {
    allPrefabs.Add(searchObj);
    }

    }
    }
    #region 不规范图片组
    private static List<Texture2D> noGoodImgs = new List<Texture2D>();
    public static List<Texture2D> goodImgs = new List<Texture2D>();
    public static List<Texture2D> packImgs = new List<Texture2D>();
    private static Dictionary<int, bool> goodsSizes = new Dictionary<int, bool>();
    public static List<Texture2D> GetNoGoodImgs() {
    for (int i = 1; i < 12; i++) {
    goodsSizes[(1 << i)] = true;
    }
    noGoodImgs.Clear();
    goodImgs.Clear();
    packImgs.Clear();
    HandlelDirections(Application.dataPath + "/Assets", ImgCallBack);
    HandlelDirections(Application.dataPath + "/Resources", ImgCallBack);
    return noGoodImgs;
    }
    private static void ImgCallBack(string path)
    {
    if (path.EndsWith(".meta"))
    {
    return;
    }
    if (path.EndsWith(".png") || path.EndsWith(".jpg"))
    {
    //path = path.Split('.')[0];
    path = "Assets" + SplitPath(path, "Assets");
    m_strCurPath = path;
    bool isSprite = false;
    Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);
    if (sprite != null) {
    if (sprite.packed)
    {
    isSprite = true;
    packImgs.Add(sprite.texture);
    //Texture2D img = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
    //if (img != null)
    //{
    // packImgs.Add(img);
    //}
    }
    }
    if (!isSprite)
    {
    Texture2D img = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
    if (img != null)
    {

    if (!goodsSizes.ContainsKey(img.width) || !goodsSizes.ContainsKey(img.height))
    {
    noGoodImgs.Add(img);
    }
    else
    {
    goodImgs.Add(img);
    }
    }
    }
    }
    }
    #endregion
    #region 替换字体
    private static string nowFontName = string.Empty;
    private static bool replaceFontStatus = false;
    private static Font replaceFont;
    private static int replaceFontIndex = 0;
    private static int fontStyleIndex;
    public static void ReplaceUIFont(string nowName, Font toFont,int selectIndex) {
    nowFontName = nowName;
    replaceFontIndex = 1;
    replaceFont = toFont;
    fontStyleIndex = selectIndex;
    EditorUtility.DisplayProgressBar("Replace Fonting", "start", replaceFontIndex);
    HandlelDirections(Application.dataPath + "/Resources/UI", FontCallBack);
    EditorUtility.ClearProgressBar();
    EditorApplication.SaveScene();
    }
    private static void FontCallBack(string path) {
    if (path.EndsWith(".meta"))
    {
    return;
    }
    if (path.EndsWith(".prefab"))
    {
    //path = path.Split('.')[0];
    path = "Assets" + SplitPath(path, "Assets");
    m_strCurPath = path;
    GameObject searchObj = AssetDatabase.LoadAssetAtPath<GameObject>(path);
    if (searchObj != null)
    {
    replaceFontStatus = false;
    CheckPrefabFont(searchObj.transform);
    if (replaceFontStatus)
    {
    replaceFontIndex++;
    EditorUtility.DisplayProgressBar("replace fonting", path, replaceFontIndex);
    Debug.Log("Replace Frefab:" + path);

    }
    }

    }
    }
    private static void CheckPrefabFont(Transform t)
    {
    CycleChild(t, CheckFontReplace);
    }

    static string checkStr;
    private static void CheckPrefabRef(Transform t)
    {
    CycleChild(t, CycleChildAct);
    }
    private static void CheckFontReplace(Transform t)
    {
    Text[] texts = t.gameObject.GetComponents<Text>();
    for (int i = 0; i < texts.Length; i++)
    {
    Text text = texts[i];
    if (text.font != null && text.font.name == nowFontName)
    {
    text.font = replaceFont;
    if (fontStyleIndex > 1) {
    if (fontStyleIndex == 2)
    {
    text.fontStyle = FontStyle.Normal;
    }else if (fontStyleIndex == 3)
    {
    text.fontStyle = FontStyle.Bold;
    }else if (fontStyleIndex == 4)
    {
    text.fontStyle = FontStyle.Italic;
    }else if (fontStyleIndex == 5)
    {
    text.fontStyle = FontStyle.BoldAndItalic;
    }
    }
    EditorUtility.SetDirty(text);
    replaceFontStatus = true;
    }
    }
    }
    #endregion
    private static void CycleChildAct(Transform t) {
    Component[] components = t.gameObject.GetComponents(typeof(MonoBehaviour));
    string path = AssetDatabase.GetAssetPath(t.gameObject.GetInstanceID());
    foreach (Component m in components)
    {
    if (m == null)
    {
    Debug.LogError("path:" + path + " " + t.gameObject.name + " 有空引用脚本");
    }
    else
    {
    Type type = m.GetType();
    FieldInfo[] infos = type.GetFields();
    for (int i = 0; i < infos.Length; i++)
    {
    if (!infos[i].FieldType.IsSubclassOf(typeof(UnityEngine.Object)))
    {
    continue;
    }
    if (infos[i].FieldType == typeof(UGUIToggle)|| infos[i].FieldType == typeof(UGUIButton)
    || infos[i].FieldType == typeof(UGUIToggleGroup)
    || infos[i].FieldType == typeof(UnityEngine.UI.Graphic)) {
    continue;
    }
    if (infos[i].Name == "GlassBackGround"
    ||infos[i].Name == "redDot"
    || infos[i].Name == "glowEffect"
    || infos[i].Name == "GlassBackGround") {
    continue;
    }
    var hideInInspector = infos[i].GetCustomAttributes(typeof(HideInInspector), false).FirstOrDefault();
    var nonSerialized = infos[i].GetCustomAttributes(typeof(NonSerializedAttribute), false).FirstOrDefault();
    var ignoreCheck = infos[i].GetCustomAttributes(typeof(IgnoreCheck), false).FirstOrDefault();
    if (hideInInspector != null|| nonSerialized != null|| ignoreCheck!=null)
    {
    continue;
    }
    if (infos[i].IsPrivate&&infos[i].IsNotSerialized)
    {
    continue;
    }
    if (infos[i].IsStatic) {
    continue;
    }
    object o = infos[i].GetValue(m);
    if (o == null)
    {
    Debug.LogError(path + ", ObjName:" + m.name + " 字段名:" + infos[i].Name + " FieldType:" + infos[i].FieldType);
    //Debug.LogError(path + ", ObjName:" + m.name + " 字段名:" + infos[i].Name + " 类型名:" + type.Name
    // + " MemberType:" + infos[i].MemberType
    // + " IsPublic:" + infos[i].IsPublic
    // + " IsStatic:" + infos[i].IsStatic
    // + " IsNotSerialized:" + infos[i].IsNotSerialized
    // + " Attributes:" + infos[i].Attributes
    // + " FieldHandle:" + infos[i].FieldHandle
    // + " FieldType:" + infos[i].FieldType);
    //checkStr = checkStr + path + "," + infos[i].Name + " , " + o + " ";
    }
    else
    {

    string s = o.ToString();
    if (s == "null")
    {
    Debug.LogError(path + ", ObjName:" + m.name + " 字段名:" + infos[i].Name + " FieldType:" + infos[i].FieldType);
    //checkStr = checkStr + path + "," + infos[i].Name + " , " + o + " ";
    }
    else
    {
    //Debug.Log(infos[i].Name + " , " + o);
    }
    }

    }
    }

    }
    }

    }

    }

  • 相关阅读:
    结对项目开始
    团队项目开始
    个人项目总结
    python面向对象
    OSI七层模型
    Django中的orm的惰性机制
    Python装饰器
    python运算符
    python元祖和列表
    Sencha Touch 1.x 快速入门 第三章 布局(2) Card布局
  • 原文地址:https://www.cnblogs.com/rexzhao/p/7243163.html
Copyright © 2011-2022 走看看