2024-12-19 14:34:18 +08:00
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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public class AxiProjectTools : EditorWindow
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{
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static string cachecfgPath = "Assets/AxiComToolCache.asset";
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static string toolSenceName = "AxiProjectTools";
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static string outCsDir = Application.dataPath + "/AxiCom/";
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static Dictionary<string, AxiPrefabCache_Com2GUID> ComType2GUID = new Dictionary<string, AxiPrefabCache_Com2GUID>();
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static void GoTAxiProjectToolsSence()
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{
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string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
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foreach (string guid in sceneGuids)
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{
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string path = AssetDatabase.GUIDToAssetPath(guid);
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if (path.Contains(toolSenceName))
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{
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EditorSceneManager.OpenScene(path);
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return;
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}
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}
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}
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[MenuItem("Axibug<75><67>ֲ<EFBFBD><D6B2><EFBFBD><EFBFBD>/[1]<EFBFBD>ɼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԥ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>µ<EFBFBD>UGUI<EFBFBD><EFBFBD><EFBFBD><EFBFBD>")]
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public static void Part1()
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{
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GoTAxiProjectToolsSence();
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ComType2GUID.Clear();
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string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
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foreach (string guid in sceneGuids)
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{
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string path = AssetDatabase.GUIDToAssetPath(guid);
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if (path.Contains(toolSenceName))
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continue;
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EditorSceneManager.OpenScene(path);
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>б<EFBFBD><D0B1><EFBFBD><EFBFBD>洢<EFBFBD><E6B4A2><EFBFBD>ڵ<EFBFBD>
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List<GameObject> rootNodes = new List<GameObject>();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><D0B5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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GameObject[] allObjects = FindObjectsOfType<GameObject>();
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foreach (GameObject obj in allObjects)
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{
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>и<EFBFBD><D0B8><EFBFBD><EFBFBD><EFBFBD>
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if (obj.transform.parent == null)
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{
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// <20><><EFBFBD><EFBFBD>û<EFBFBD>и<EFBFBD><D0B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
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rootNodes.Add(obj);
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}
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}
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foreach (var node in rootNodes)
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LoopPrefabNode(path, node, 0);
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}
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string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab");
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foreach (string guid in prefabGuids)
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{
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string path = AssetDatabase.GUIDToAssetPath(guid);
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GetPrefab(path);
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}
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AxiPrefabCache cache = ScriptableObject.CreateInstance<AxiPrefabCache>();
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foreach (var data in ComType2GUID)
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cache.caches.Add(data.Value);
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AssetDatabase.CreateAsset(cache, cachecfgPath);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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GoTAxiProjectToolsSence();
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Debug.Log("<Color=#FFF333><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [1]<5D>ɼ<EFBFBD><C9BC><EFBFBD><EFBFBD><EFBFBD>Ԥ<EFBFBD><D4A4><EFBFBD><EFBFBD><EFBFBD>ͳ<EFBFBD><CDB3><EFBFBD><EFBFBD>µ<EFBFBD>UGUI<55><49><EFBFBD><EFBFBD></color>");
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}
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static void GetPrefab(string path)
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{
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GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
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LoopPrefabNode(path, prefab.gameObject, 0);
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}
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static void LoopPrefabNode(string rootPath, GameObject trans, int depth)
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{
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string nodename = $"{rootPath}>{trans.name}";
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GameObject prefabRoot = trans.gameObject;
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int comCount = prefabRoot.GetComponentCount();
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for (int i = 0; i < comCount; i++)
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{
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var com = prefabRoot.GetComponentAtIndex(i);
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2024-12-19 15:13:03 +08:00
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if (com == null)
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continue;
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if (com.name.Contains("VideoPlayer"))
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{
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}
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2024-12-19 14:34:18 +08:00
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MonoBehaviour monoCom = com as MonoBehaviour;
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if (monoCom == null)
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continue;
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Type monoType = monoCom.GetType();
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2024-12-19 14:55:59 +08:00
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if (!monoType.Assembly.FullName.Contains("UnityEngine.UI"))
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2024-12-19 14:34:18 +08:00
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continue;
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// <20><>ȡMonoScript<70><74>Դ
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MonoScript monoScript = MonoScript.FromMonoBehaviour(monoCom);
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if (monoScript != null)
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{
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// <20><>ȡMonoScript<70><74>Դ<EFBFBD><D4B4>GUID
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string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
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Debug.Log($"{nodename} | <color=#FFF333>[{monoType.Name}]</color> <color=#FF0000>{guid}</color><color=#00FF00>({monoType.FullName})</color>");
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ComType2GUID[monoType.FullName] =
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new AxiPrefabCache_Com2GUID()
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{
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SrcFullName = monoType.FullName,
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SrcName = monoType.Name,
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GUID = guid,
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};
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}
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else
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{
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Debug.LogError("!!!! û<><C3BB>");
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}
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}
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//<2F><><EFBFBD><EFBFBD>
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foreach (Transform child in trans.transform)
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LoopPrefabNode(nodename, child.gameObject, depth + 1);
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}
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[MenuItem("Axibug<75><67>ֲ<EFBFBD><D6B2><EFBFBD><EFBFBD>/[2]<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><EFBFBD>ű<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")]
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public static void Part2()
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{
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2024-12-19 15:13:03 +08:00
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if (UnityEngine.Windows.Directory.Exists(outCsDir))
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UnityEngine.Windows.Directory.Delete(outCsDir);
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2024-12-19 14:34:18 +08:00
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Directory.CreateDirectory(outCsDir);
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AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
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foreach (var data in cache.caches)
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{
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string toName = "Axi" + data.SrcName;
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string toPath = outCsDir + toName + ".cs";
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2024-12-19 15:13:03 +08:00
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string codeStr = "namespace AxibugCom { public class " + toName + " : " + data.SrcFullName + " {} }";
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2024-12-19 14:34:18 +08:00
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try
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{
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System.IO.File.WriteAllText(toPath, codeStr);
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data.ToName = toName;
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data.ToPATH = toPath;
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}
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catch (Exception ex)
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{
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Debug.LogError("д<><D0B4>ʧ<EFBFBD><CAA7>" + ex.ToString());
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}
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}
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Debug.Log("д<><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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Debug.Log("<Color=#FFF333><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [2]<5D><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC>ű<EFBFBD><C5B1><EFBFBD><EFBFBD><EFBFBD></color>");
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}
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[MenuItem("Axibug<75><67>ֲ<EFBFBD><D6B2><EFBFBD><EFBFBD>/[3]<EFBFBD>ռ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɵĽű<EFBFBD>")]
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public static void Part3()
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{
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AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
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List<MonoScript> allMonoScripts = FindAllAssetsOfType<MonoScript>();
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foreach (var data in cache.caches)
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{
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MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName);
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if (monoScript == null)
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{
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Debug.LogError("û<>ҵ<EFBFBD>" + data.ToName);
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continue;
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}
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string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
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data.ToGUID = guid;
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data.monoScript = monoScript;
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}
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Debug.Log("д<><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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Debug.Log("<Color=#FFF333><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [3]<5D>ռ<EFBFBD><D5BC><EFBFBD><EFBFBD>ɵĽű<C4BD></color>");
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}
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static List<T> FindAllAssetsOfType<T>() where T : UnityEngine.Object
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{
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List<T> assets = new List<T>();
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string[] allGuids = AssetDatabase.FindAssets("");
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foreach (string guid in allGuids)
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{
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string path = AssetDatabase.GUIDToAssetPath(guid);
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if (path.EndsWith(".cs") || path.EndsWith(".js") || path.EndsWith(".boo")) // Unity֧<79>ֶ<EFBFBD><D6B6>ֽű<D6BD><C5B1><EFBFBD><EFBFBD>ԣ<EFBFBD><D4A3><EFBFBD><EFBFBD>ִ<EFBFBD>Unity<74><79>Ҫʹ<D2AA><CAB9>C#
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{
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T asset = AssetDatabase.LoadAssetAtPath<T>(path);
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if (asset != null)
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{
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assets.Add(asset);
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}
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}
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}
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return assets;
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}
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[MenuItem("Axibug<75><67>ֲ<EFBFBD><D6B2><EFBFBD><EFBFBD>/[4]<EFBFBD>滻<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԥ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>")]
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public static void Part4()
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{
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AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
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Dictionary<string, string> tempReplaceDict = new Dictionary<string, string>();
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foreach (var data in cache.caches)
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{
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tempReplaceDict[data.GUID] = data.ToGUID;
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}
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ProcessAllPrefabs("*.prefab", tempReplaceDict);
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ProcessAllPrefabs("*.unity", tempReplaceDict);
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2024-12-19 16:00:45 +08:00
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ProcessAllPrefabs("*.anim", tempReplaceDict);
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2024-12-19 14:34:18 +08:00
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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Debug.Log("<Color=#FFF333><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [4]<5D>滻<EFBFBD><E6BBBB><EFBFBD><EFBFBD>Ԥ<EFBFBD><D4A4><EFBFBD><EFBFBD><EFBFBD>ͳ<EFBFBD><CDB3><EFBFBD><EFBFBD>е<EFBFBD><D0B5><EFBFBD><EFBFBD><EFBFBD></color>");
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}
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static void ProcessAllPrefabs(string form, Dictionary<string, string> tempReplaceDict, bool reverse = false)
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{
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List<GameObject> prefabs = new List<GameObject>();
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var resourcesPath = Application.dataPath;
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var absolutePaths = Directory.GetFiles(resourcesPath, form, SearchOption.AllDirectories);
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for (int i = 0; i < absolutePaths.Length; i++)
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{
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Debug.Log("prefab name: " + absolutePaths[i]);
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foreach (var VARIABLE in tempReplaceDict)
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{
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string oldValue = reverse ? VARIABLE.Value : VARIABLE.Key;
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string newValue = reverse ? VARIABLE.Key : VARIABLE.Value;
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ReplaceValue(absolutePaths[i], oldValue, newValue);
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}
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EditorUtility.DisplayProgressBar("<22><><EFBFBD><EFBFBD>Ԥ<EFBFBD><D4A4><EFBFBD>塭<EFBFBD><E5A1AD>", "<22><><EFBFBD><EFBFBD>Ԥ<EFBFBD><D4A4><EFBFBD><EFBFBD><EFBFBD>С<EFBFBD><D0A1><EFBFBD>", (float)i / absolutePaths.Length);
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}
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EditorUtility.ClearProgressBar();
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}
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/// <summary>
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/// <20>滻ֵ
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/// </summary>
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/// <param name="strFilePath"><3E>ļ<EFBFBD>·<EFBFBD><C2B7></param>
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static void ReplaceValue(string strFilePath, string oldLine, string newLine)
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{
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if (File.Exists(strFilePath))
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{
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string[] lines = File.ReadAllLines(strFilePath);
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for (int i = 0; i < lines.Length; i++)
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{
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lines[i] = lines[i].Replace(oldLine, newLine);
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}
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File.WriteAllLines(strFilePath, lines);
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}
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}
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[MenuItem("Axibug<75><67>ֲ<EFBFBD><D6B2><EFBFBD><EFBFBD>/[5]UnPack<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԥ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>")]
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public static void UnpackPrefabs()
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{
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string[] allAssetPaths = AssetDatabase.GetAllAssetPaths();
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int prefabCount = 0;
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foreach (string path in allAssetPaths)
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{
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if (Path.GetExtension(path).Equals(".prefab"))
|
|
|
|
|
{
|
|
|
|
|
Debug.Log($"Unpacking {path}");
|
|
|
|
|
UnpackPrefab(path);
|
|
|
|
|
prefabCount++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
Debug.Log($"Unpacked {prefabCount} prefabs.");
|
|
|
|
|
|
|
|
|
|
Debug.Log("<Color=#FFF333><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [5]UnPack<63><6B><EFBFBD><EFBFBD>Ԥ<EFBFBD><D4A4><EFBFBD><EFBFBD></color>");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void UnpackPrefab(string prefabPath)
|
|
|
|
|
{
|
|
|
|
|
GameObject prefabInstance = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
|
|
|
|
|
if (prefabInstance == null)
|
|
|
|
|
{
|
|
|
|
|
Debug.LogError($"Failed to load prefab at path: {prefabPath}");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var obj = GameObject.Instantiate(prefabInstance, null);
|
|
|
|
|
TraverseHierarchy(obj);
|
|
|
|
|
PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);
|
|
|
|
|
GameObject.DestroyImmediate(obj);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void TraverseHierarchy(GameObject obj)
|
|
|
|
|
{
|
|
|
|
|
// <20><><EFBFBD><EFBFBD><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>Ԥ<EFBFBD><D4A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
|
|
|
|
|
if (PrefabUtility.IsPartOfPrefabInstance(obj))
|
|
|
|
|
{
|
|
|
|
|
// <20><>Ԥ<EFBFBD><D4A4><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>ת<EFBFBD><D7AA>Ϊ<EFBFBD><CEAA>ͨ<EFBFBD><CDA8>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
|
|
|
|
|
PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
|
|
|
|
|
Debug.Log("Prefab instance converted to game object: " + obj.name);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// <20>ݹ<EFBFBD><DDB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
|
|
|
|
|
for (int i = 0; i < obj.transform.childCount; i++)
|
|
|
|
|
{
|
|
|
|
|
TraverseHierarchy(obj.transform.GetChild(i).gameObject);
|
|
|
|
|
}
|
|
|
|
|
}
|
2024-12-19 16:00:45 +08:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
[MenuItem("Axibug<75><67>ֲ<EFBFBD><D6B2><EFBFBD><EFBFBD>/[6]<EFBFBD><EFBFBD>Sprite")]
|
|
|
|
|
public static void FixMultipleMaterialSprites()
|
|
|
|
|
{
|
|
|
|
|
string[] guids = AssetDatabase.FindAssets("t:sprite");
|
|
|
|
|
List<Sprite> spritesToFix = new List<Sprite>();
|
|
|
|
|
|
|
|
|
|
foreach (string guid in guids)
|
|
|
|
|
{
|
|
|
|
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
|
|
|
Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
if (IsUsingMultipleMaterials(sprite))
|
|
|
|
|
{
|
|
|
|
|
spritesToFix.Add(sprite);
|
|
|
|
|
Debug.Log("Found sprite with multiple materials: " + path);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// <20><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD>ҵ<EFBFBD><D2B5><EFBFBD>Sprite
|
|
|
|
|
foreach (var sprite in spritesToFix)
|
|
|
|
|
{
|
|
|
|
|
FixSprite(sprite);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
AssetDatabase.SaveAssets();
|
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
|
Debug.Log("<Color=#FFF333><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> [6]<5D><EFBFBD>Sprite</color>");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static bool IsUsingMultipleMaterials(Sprite sprite)
|
|
|
|
|
{
|
|
|
|
|
if (sprite == null) return false;
|
|
|
|
|
|
|
|
|
|
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>IJ<EFBFBD><C4B2><EFBFBD>
|
|
|
|
|
var textureImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(sprite)) as TextureImporter;
|
|
|
|
|
|
|
|
|
|
return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void FixSprite(Sprite sprite)
|
|
|
|
|
{
|
|
|
|
|
// <20><>ȡSprite<74><65>·<EFBFBD><C2B7>
|
|
|
|
|
string path = AssetDatabase.GetAssetPath(sprite);
|
|
|
|
|
var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
|
|
|
|
|
|
|
|
|
|
if (textureImporter != null)
|
|
|
|
|
{
|
|
|
|
|
// <20><><EFBFBD>浱ǰ<E6B5B1>и<EFBFBD><D0B8><EFBFBD>Ϣ
|
|
|
|
|
SpriteMetaData[] originalMetaData = textureImporter.spritesheet;
|
|
|
|
|
|
|
|
|
|
// <20><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>Sprite<74><65><EFBFBD><EFBFBD>
|
|
|
|
|
textureImporter.spriteImportMode = SpriteImportMode.None;
|
|
|
|
|
textureImporter.SaveAndReimport();
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Sprite<74><65><EFBFBD>벢<EFBFBD><EBB2A2><EFBFBD><EFBFBD>ԭ<EFBFBD><D4AD><EFBFBD>и<EFBFBD><D0B8><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
textureImporter.spriteImportMode = SpriteImportMode.Multiple;
|
|
|
|
|
textureImporter.spritesheet = originalMetaData; // <20>ָ<EFBFBD>ԭ<EFBFBD><D4AD><EFBFBD><EFBFBD><EFBFBD>и<EFBFBD><D0B8><EFBFBD>Ϣ
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD>µ<EFBFBD><C2B5><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>ø<EFBFBD><C3B8><EFBFBD>
|
|
|
|
|
textureImporter.SaveAndReimport();
|
|
|
|
|
}
|
|
|
|
|
}
|
2024-12-19 14:34:18 +08:00
|
|
|
|
}
|