修复编译错误

This commit is contained in:
ALIENJACK\alien 2024-12-26 10:40:59 +08:00
parent 62fbb6e11b
commit 7b29000a70
2 changed files with 373 additions and 374 deletions

View File

@ -1,4 +1,4 @@
#if UNITY_EDITOR #if UNITY_EDITOR
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
@ -6,6 +6,7 @@ using System.Linq;
using UnityEditor; using UnityEditor;
using UnityEditor.SceneManagement; using UnityEditor.SceneManagement;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
public class AxiProjectTools : EditorWindow public class AxiProjectTools : EditorWindow
{ {
@ -28,7 +29,7 @@ public class AxiProjectTools : EditorWindow
} }
} }
[MenuItem("Axibug移植工具/[1]UGUI组件")] [MenuItem("Axibug移植工具/[1]UGUI组件")]
public static void Part1() public static void Part1()
{ {
GoTAxiProjectToolsSence(); GoTAxiProjectToolsSence();
@ -42,17 +43,17 @@ public class AxiProjectTools : EditorWindow
EditorSceneManager.OpenScene(path); EditorSceneManager.OpenScene(path);
// 创建一个列表来存储根节点 // 创建一个列表来存储根节点
List<GameObject> rootNodes = new List<GameObject>(); List<GameObject> rootNodes = new List<GameObject>();
// 遍历场景中的所有对象 // 遍历场景中的所有对象
GameObject[] allObjects = FindObjectsOfType<GameObject>(); GameObject[] allObjects = FindObjectsOfType<GameObject>();
foreach (GameObject obj in allObjects) foreach (GameObject obj in allObjects)
{ {
// 检查对象是否有父对象 // 检查对象是否有父对象
if (obj.transform.parent == null) if (obj.transform.parent == null)
{ {
// 如果没有父对象,则它是一个根节点 // 如果没有父对象,则它是一个根节点
rootNodes.Add(obj); rootNodes.Add(obj);
} }
} }
@ -76,7 +77,7 @@ public class AxiProjectTools : EditorWindow
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
AssetDatabase.Refresh(); AssetDatabase.Refresh();
GoTAxiProjectToolsSence(); GoTAxiProjectToolsSence();
Debug.Log("<Color=#FFF333>处理完毕 [1]采集所有预制体和场景下的UGUI组件</color>"); Debug.Log("<Color=#FFF333>处理完毕 [1]采集所有预制体和场景下的UGUI组件</color>");
} }
static void GetPrefab(string path) static void GetPrefab(string path)
@ -102,11 +103,11 @@ public class AxiProjectTools : EditorWindow
Type monoType = monoCom.GetType(); Type monoType = monoCom.GetType();
if (!monoType.Assembly.FullName.Contains("UnityEngine.UI")) if (!monoType.Assembly.FullName.Contains("UnityEngine.UI"))
continue; continue;
// 获取MonoScript资源 // 获取MonoScript资源
MonoScript monoScript = MonoScript.FromMonoBehaviour(monoCom); MonoScript monoScript = MonoScript.FromMonoBehaviour(monoCom);
if (monoScript != null) if (monoScript != null)
{ {
// 获取MonoScript资源的GUID // 获取MonoScript资源的GUID
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript)); string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
Debug.Log($"{nodename} | <color=#FFF333>[{monoType.Name}]</color> <color=#FF0000>{guid}</color><color=#00FF00>({monoType.FullName})</color>"); Debug.Log($"{nodename} | <color=#FFF333>[{monoType.Name}]</color> <color=#FF0000>{guid}</color><color=#00FF00>({monoType.FullName})</color>");
ComType2GUID[monoType.FullName] = ComType2GUID[monoType.FullName] =
@ -119,19 +120,19 @@ public class AxiProjectTools : EditorWindow
} }
else else
{ {
Debug.LogError("!!!! 没得"); Debug.LogError("!!!! 没得");
} }
} }
//遍历 //遍历
foreach (Transform child in trans.transform) foreach (Transform child in trans.transform)
LoopPrefabNode(nodename, child.gameObject, depth + 1); LoopPrefabNode(nodename, child.gameObject, depth + 1);
#else #else
Debug.Log("低版本不要执行本函数"); Debug.Log("低版本不要执行本函数");
#endif #endif
} }
[MenuItem("Axibug移植工具/[2]")] [MenuItem("Axibug移植工具/[2]")]
public static void Part2() public static void Part2()
{ {
if (UnityEngine.Windows.Directory.Exists(outCsDir)) if (UnityEngine.Windows.Directory.Exists(outCsDir))
@ -151,16 +152,16 @@ public class AxiProjectTools : EditorWindow
} }
catch (Exception ex) catch (Exception ex)
{ {
Debug.LogError("写入失败" + ex.ToString()); Debug.LogError("写入失败" + ex.ToString());
} }
} }
Debug.Log("写入完毕"); Debug.Log("写入完毕");
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
AssetDatabase.Refresh(); AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [2]生成中间脚本代码</color>"); Debug.Log("<Color=#FFF333>处理完毕 [2]生成中间脚本代码</color>");
} }
[MenuItem("Axibug移植工具/[3]")] [MenuItem("Axibug移植工具/[3]")]
public static void Part3() public static void Part3()
{ {
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath); AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
@ -170,17 +171,17 @@ public class AxiProjectTools : EditorWindow
MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName); MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName);
if (monoScript == null) if (monoScript == null)
{ {
Debug.LogError("没找到" + data.ToName); Debug.LogError("没找到" + data.ToName);
continue; continue;
} }
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript)); string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
data.ToGUID = guid; data.ToGUID = guid;
data.monoScript = monoScript; data.monoScript = monoScript;
} }
Debug.Log("写入完毕"); Debug.Log("写入完毕");
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
AssetDatabase.Refresh(); AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [3]收集生成的脚本</color>"); Debug.Log("<Color=#FFF333>处理完毕 [3]收集生成的脚本</color>");
} }
static List<T> FindAllAssetsOfType<T>() where T : UnityEngine.Object static List<T> FindAllAssetsOfType<T>() where T : UnityEngine.Object
@ -191,7 +192,7 @@ public class AxiProjectTools : EditorWindow
foreach (string guid in allGuids) foreach (string guid in allGuids)
{ {
string path = AssetDatabase.GUIDToAssetPath(guid); string path = AssetDatabase.GUIDToAssetPath(guid);
if (path.EndsWith(".cs") || path.EndsWith(".js") || path.EndsWith(".boo")) // Unity支持多种脚本语言但现代Unity主要使用C# if (path.EndsWith(".cs") || path.EndsWith(".js") || path.EndsWith(".boo")) // Unity支持多种脚本语言但现代Unity主要使用C#
{ {
T asset = AssetDatabase.LoadAssetAtPath<T>(path); T asset = AssetDatabase.LoadAssetAtPath<T>(path);
if (asset != null) if (asset != null)
@ -204,7 +205,7 @@ public class AxiProjectTools : EditorWindow
} }
[MenuItem("Axibug移植工具/[4]")] [MenuItem("Axibug移植工具/[4]")]
public static void Part4() public static void Part4()
{ {
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath); AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
@ -218,7 +219,7 @@ public class AxiProjectTools : EditorWindow
ProcessAllPrefabs("*.anim", tempReplaceDict); ProcessAllPrefabs("*.anim", tempReplaceDict);
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
AssetDatabase.Refresh(); AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [4]替换所有预制体和场景中的组件</color>"); Debug.Log("<Color=#FFF333>处理完毕 [4]替换所有预制体和场景中的组件</color>");
} }
static void ProcessAllPrefabs(string form, Dictionary<string, string> tempReplaceDict, bool reverse = false) static void ProcessAllPrefabs(string form, Dictionary<string, string> tempReplaceDict, bool reverse = false)
@ -235,15 +236,15 @@ public class AxiProjectTools : EditorWindow
string newValue = reverse ? VARIABLE.Key : VARIABLE.Value; string newValue = reverse ? VARIABLE.Key : VARIABLE.Value;
ReplaceValue(absolutePaths[i], oldValue, newValue); ReplaceValue(absolutePaths[i], oldValue, newValue);
} }
EditorUtility.DisplayProgressBar("处理预制体……", "处理预制体中……", (float)i / absolutePaths.Length); EditorUtility.DisplayProgressBar("处理预制体……", "处理预制体中……", (float)i / absolutePaths.Length);
} }
EditorUtility.ClearProgressBar(); EditorUtility.ClearProgressBar();
} }
/// <summary> /// <summary>
/// 替换值 /// 替换值
/// </summary> /// </summary>
/// <param name="strFilePath">文件路径</param> /// <param name="strFilePath">文件路径</param>
static void ReplaceValue(string strFilePath, string oldLine, string newLine) static void ReplaceValue(string strFilePath, string oldLine, string newLine)
{ {
if (File.Exists(strFilePath)) if (File.Exists(strFilePath))
@ -258,7 +259,7 @@ public class AxiProjectTools : EditorWindow
} }
[MenuItem("Axibug移植工具/[5]UnPack所有嵌套预制体和场景中的预制体")] [MenuItem("Axibug移植工具/[5]UnPack所有嵌套预制体和场景中的预制体")]
public static void UnpackPrefabs() public static void UnpackPrefabs()
{ {
@ -276,7 +277,7 @@ public class AxiProjectTools : EditorWindow
prefabCount++; prefabCount++;
} }
} }
Debug.Log($"{prefabCount}个预制体Unpack"); Debug.Log($"{prefabCount}个预制体Unpack");
string[] sceneGuids = AssetDatabase.FindAssets("t:scene"); string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
foreach (string guid in sceneGuids) foreach (string guid in sceneGuids)
@ -290,21 +291,21 @@ public class AxiProjectTools : EditorWindow
GameObject[] rootObjects = currentScene.GetRootGameObjects(); GameObject[] rootObjects = currentScene.GetRootGameObjects();
foreach (GameObject rootObj in rootObjects) foreach (GameObject rootObj in rootObjects)
{ {
// 遍历场景中的所有对象 // 遍历场景中的所有对象
TraverseHierarchy(rootObj); TraverseHierarchy(rootObj);
} }
// Save the scene // 获取当前打开的场景 // Save the scene // 获取当前打开的场景
currentScene = EditorSceneManager.GetActiveScene(); currentScene = EditorSceneManager.GetActiveScene();
// 保存场景到文件(默认路径和名称) // 保存场景到文件(默认路径和名称)
bool success = EditorSceneManager.SaveScene(currentScene, currentScene.path); bool success = EditorSceneManager.SaveScene(currentScene, currentScene.path);
Debug.Log($"{currentScene.name}场景中 所有物体Unpack"); Debug.Log($"{currentScene.name}场景中 所有物体Unpack");
} }
GoTAxiProjectToolsSence(); GoTAxiProjectToolsSence();
Debug.Log("<Color=#FFF333>处理完毕 [5]UnPack所有预制体</color>"); Debug.Log("<Color=#FFF333>处理完毕 [5]UnPack所有预制体</color>");
#else #else
Debug.Log("低版本不要执行本函数"); Debug.Log("低版本不要执行本函数");
#endif #endif
} }
@ -323,33 +324,33 @@ public class AxiProjectTools : EditorWindow
PrefabUtility.SaveAsPrefabAsset(obj, prefabPath); PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);
GameObject.DestroyImmediate(obj); GameObject.DestroyImmediate(obj);
#else #else
Debug.Log("低版本不要执行本函数"); Debug.Log("低版本不要执行本函数");
#endif #endif
} }
static void TraverseHierarchy(GameObject obj) static void TraverseHierarchy(GameObject obj)
{ {
#if UNITY_2018_4_OR_NEWER #if UNITY_2018_4_OR_NEWER
// 检查该对象是否是预制体的实例 // 检查该对象是否是预制体的实例
if (PrefabUtility.IsPartOfPrefabInstance(obj)) if (PrefabUtility.IsPartOfPrefabInstance(obj))
{ {
// 将预制体实例转换为普通游戏对象 // 将预制体实例转换为普通游戏对象
PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction); PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
Debug.Log("Prefab instance converted to game object: " + obj.name); Debug.Log("Prefab instance converted to game object: " + obj.name);
} }
// 递归遍历子对象 // 递归遍历子对象
for (int i = 0; i < obj.transform.childCount; i++) for (int i = 0; i < obj.transform.childCount; i++)
{ {
TraverseHierarchy(obj.transform.GetChild(i).gameObject); TraverseHierarchy(obj.transform.GetChild(i).gameObject);
} }
#else #else
Debug.Log("低版本不要执行本函数"); Debug.Log("低版本不要执行本函数");
#endif #endif
} }
[MenuItem("Axibug移植工具/[6]Sprite")] [MenuItem("Axibug移植工具/[6]Sprite")]
public static void FixMultipleMaterialSprites() public static void FixMultipleMaterialSprites()
{ {
string[] guids = AssetDatabase.FindAssets("t:sprite"); string[] guids = AssetDatabase.FindAssets("t:sprite");
@ -360,7 +361,7 @@ public class AxiProjectTools : EditorWindow
string path = AssetDatabase.GUIDToAssetPath(guid); string path = AssetDatabase.GUIDToAssetPath(guid);
Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path); Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);
// 检查是否有多个材质 // 检查是否有多个材质
if (IsUsingMultipleMaterials(sprite)) if (IsUsingMultipleMaterials(sprite))
{ {
spritesToFix.Add(sprite); spritesToFix.Add(sprite);
@ -368,7 +369,7 @@ public class AxiProjectTools : EditorWindow
} }
} }
// 修复每个找到的Sprite // 修复每个找到的Sprite
foreach (var sprite in spritesToFix) foreach (var sprite in spritesToFix)
{ {
FixSprite(sprite); FixSprite(sprite);
@ -376,14 +377,14 @@ public class AxiProjectTools : EditorWindow
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
AssetDatabase.Refresh(); AssetDatabase.Refresh();
Debug.Log("<Color=#FFF333>处理完毕 [6]修复Sprite</color>"); Debug.Log("<Color=#FFF333>处理完毕 [6]修复Sprite</color>");
} }
private static bool IsUsingMultipleMaterials(Sprite sprite) private static bool IsUsingMultipleMaterials(Sprite sprite)
{ {
if (sprite == null) return false; if (sprite == null) return false;
// 获取精灵的材质 // 获取精灵的材质
var textureImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(sprite)) as TextureImporter; var textureImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(sprite)) as TextureImporter;
return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple; return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple;
@ -391,24 +392,24 @@ public class AxiProjectTools : EditorWindow
private static void FixSprite(Sprite sprite) private static void FixSprite(Sprite sprite)
{ {
// 获取Sprite的路径 // 获取Sprite的路径
string path = AssetDatabase.GetAssetPath(sprite); string path = AssetDatabase.GetAssetPath(sprite);
var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter; var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
if (textureImporter != null) if (textureImporter != null)
{ {
// 保存当前切割信息 // 保存当前切割信息
SpriteMetaData[] originalMetaData = textureImporter.spritesheet; SpriteMetaData[] originalMetaData = textureImporter.spritesheet;
// 临时禁用Sprite导入 // 临时禁用Sprite导入
textureImporter.spriteImportMode = SpriteImportMode.None; textureImporter.spriteImportMode = SpriteImportMode.None;
textureImporter.SaveAndReimport(); textureImporter.SaveAndReimport();
// 重新启用Sprite导入并保持原样切割参数 // 重新启用Sprite导入并保持原样切割参数
textureImporter.spriteImportMode = SpriteImportMode.Multiple; textureImporter.spriteImportMode = SpriteImportMode.Multiple;
textureImporter.spritesheet = originalMetaData; // 恢复原来的切割信息 textureImporter.spritesheet = originalMetaData; // 恢复原来的切割信息
// 重新导入以应用更改 // 重新导入以应用更改
textureImporter.SaveAndReimport(); textureImporter.SaveAndReimport();
} }
} }

View File

@ -46,14 +46,12 @@ namespace AxibugEmuOnline.Client
{ {
if (result == null) if (result == null)
{ {
//result = RenderTexture.GetTemporary(Screen.width, Screen.height); result = RenderTexture.GetTemporary(Screen.width, Screen.height);
result = Initer.instance.renderTest;
} }
else if (result.width != Screen.width || result.height != Screen.height) else if (result.width != Screen.width || result.height != Screen.height)
{ {
//RenderTexture.ReleaseTemporary(result); RenderTexture.ReleaseTemporary(result);
//result = RenderTexture.GetTemporary(Screen.width, Screen.height); result = RenderTexture.GetTemporary(Screen.width, Screen.height);
result = Initer.instance.renderTest;
} }