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.Collections.Generic;
using System.IO;
@ -6,6 +6,7 @@ using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
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()
{
GoTAxiProjectToolsSence();
@ -42,17 +43,17 @@ public class AxiProjectTools : EditorWindow
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>();
// 遍历场景中的所有对象
// 遍历场景中的所有对象
GameObject[] allObjects = FindObjectsOfType<GameObject>();
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)
{
// 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);
}
}
@ -76,7 +77,7 @@ public class AxiProjectTools : EditorWindow
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
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)
@ -102,11 +103,11 @@ public class AxiProjectTools : EditorWindow
Type monoType = monoCom.GetType();
if (!monoType.Assembly.FullName.Contains("UnityEngine.UI"))
continue;
// 获取MonoScript资源
// 获取MonoScript资源
MonoScript monoScript = MonoScript.FromMonoBehaviour(monoCom);
if (monoScript != null)
{
// 获取MonoScript资源的GUID
// 获取MonoScript资源的GUID
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
Debug.Log($"{nodename} | <color=#FFF333>[{monoType.Name}]</color> <color=#FF0000>{guid}</color><color=#00FF00>({monoType.FullName})</color>");
ComType2GUID[monoType.FullName] =
@ -119,19 +120,19 @@ public class AxiProjectTools : EditorWindow
}
else
{
Debug.LogError("!!!! 没得");
Debug.LogError("!!!! 没得");
}
}
//遍历
//遍历
foreach (Transform child in trans.transform)
LoopPrefabNode(nodename, child.gameObject, depth + 1);
#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
}
[MenuItem("Axibug移植工具/[2]")]
[MenuItem("Axibug移植工具/[2]")]
public static void Part2()
{
if (UnityEngine.Windows.Directory.Exists(outCsDir))
@ -151,16 +152,16 @@ public class AxiProjectTools : EditorWindow
}
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.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()
{
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
@ -170,17 +171,17 @@ public class AxiProjectTools : EditorWindow
MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName);
if (monoScript == null)
{
Debug.LogError("没找到" + data.ToName);
Debug.LogError("没找到" + data.ToName);
continue;
}
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
data.ToGUID = guid;
data.monoScript = monoScript;
}
Debug.Log("写入完毕");
Debug.Log("写入完毕");
AssetDatabase.SaveAssets();
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
@ -191,7 +192,7 @@ public class AxiProjectTools : EditorWindow
foreach (string guid in allGuids)
{
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);
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()
{
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
@ -218,7 +219,7 @@ public class AxiProjectTools : EditorWindow
ProcessAllPrefabs("*.anim", tempReplaceDict);
AssetDatabase.SaveAssets();
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)
@ -235,15 +236,15 @@ public class AxiProjectTools : EditorWindow
string newValue = reverse ? VARIABLE.Key : VARIABLE.Value;
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();
}
/// <summary>
/// 替换值
/// 替换值
/// </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)
{
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()
{
@ -276,7 +277,7 @@ public class AxiProjectTools : EditorWindow
prefabCount++;
}
}
Debug.Log($"{prefabCount}个预制体Unpack");
Debug.Log($"{prefabCount}个预制体Unpack");
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
foreach (string guid in sceneGuids)
@ -290,21 +291,21 @@ public class AxiProjectTools : EditorWindow
GameObject[] rootObjects = currentScene.GetRootGameObjects();
foreach (GameObject rootObj in rootObjects)
{
// 遍历场景中的所有对象
// 遍历场景中的所有对象
TraverseHierarchy(rootObj);
}
// Save the scene // 获取当前打开的场景
// Save the scene // 获取当前打开的场景
currentScene = EditorSceneManager.GetActiveScene();
// 保存场景到文件(默认路径和名称)
// 保存场景到文件(默认路径和名称)
bool success = EditorSceneManager.SaveScene(currentScene, currentScene.path);
Debug.Log($"{currentScene.name}场景中 所有物体Unpack");
Debug.Log($"{currentScene.name}场景中 所有物体Unpack");
}
GoTAxiProjectToolsSence();
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
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
}
@ -323,33 +324,33 @@ public class AxiProjectTools : EditorWindow
PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);
GameObject.DestroyImmediate(obj);
#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
}
static void TraverseHierarchy(GameObject obj)
{
#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))
{
// 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);
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++)
{
TraverseHierarchy(obj.transform.GetChild(i).gameObject);
}
#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
}
[MenuItem("Axibug移植工具/[6]Sprite")]
[MenuItem("Axibug移植工具/[6]Sprite")]
public static void FixMultipleMaterialSprites()
{
string[] guids = AssetDatabase.FindAssets("t:sprite");
@ -360,7 +361,7 @@ public class AxiProjectTools : EditorWindow
string path = AssetDatabase.GUIDToAssetPath(guid);
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))
{
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)
{
FixSprite(sprite);
@ -376,14 +377,14 @@ public class AxiProjectTools : EditorWindow
AssetDatabase.SaveAssets();
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)
{
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;
return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple;
@ -391,24 +392,24 @@ public class AxiProjectTools : EditorWindow
private static void FixSprite(Sprite sprite)
{
// 获取Sprite的路径
// 获取Sprite的路径
string path = AssetDatabase.GetAssetPath(sprite);
var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;
if (textureImporter != null)
{
// 保存当前切割信息
// 保存当前切割信息
SpriteMetaData[] originalMetaData = textureImporter.spritesheet;
// 临时禁用Sprite导入
// 临时禁用Sprite导入
textureImporter.spriteImportMode = SpriteImportMode.None;
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.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();
}
}

View File

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