AxibugEmuOnline/AxibugEmuOnline.Client/Assets/AxiProjectTools/Editors/AxiProjectTools.cs
2024-12-19 16:00:45 +08:00

379 lines
13 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
public class AxiProjectTools : EditorWindow
{
static string cachecfgPath = "Assets/AxiComToolCache.asset";
static string toolSenceName = "AxiProjectTools";
static string outCsDir = Application.dataPath + "/AxiCom/";
static Dictionary<string, AxiPrefabCache_Com2GUID> ComType2GUID = new Dictionary<string, AxiPrefabCache_Com2GUID>();
static void GoTAxiProjectToolsSence()
{
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
foreach (string guid in sceneGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
if (path.Contains(toolSenceName))
{
EditorSceneManager.OpenScene(path);
return;
}
}
}
[MenuItem("Axibug移植工具/[1]UGUI组件")]
public static void Part1()
{
GoTAxiProjectToolsSence();
ComType2GUID.Clear();
string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
foreach (string guid in sceneGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
if (path.Contains(toolSenceName))
continue;
EditorSceneManager.OpenScene(path);
// 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
GameObject[] allObjects = FindObjectsOfType<GameObject>();
foreach (GameObject obj in allObjects)
{
// 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
rootNodes.Add(obj);
}
}
foreach (var node in rootNodes)
LoopPrefabNode(path, node, 0);
}
string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab");
foreach (string guid in prefabGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
GetPrefab(path);
}
AxiPrefabCache cache = ScriptableObject.CreateInstance<AxiPrefabCache>();
foreach (var data in ComType2GUID)
cache.caches.Add(data.Value);
AssetDatabase.CreateAsset(cache, cachecfgPath);
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>");
}
static void GetPrefab(string path)
{
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
LoopPrefabNode(path, prefab.gameObject, 0);
}
static void LoopPrefabNode(string rootPath, GameObject trans, int depth)
{
string nodename = $"{rootPath}>{trans.name}";
GameObject prefabRoot = trans.gameObject;
int comCount = prefabRoot.GetComponentCount();
for (int i = 0; i < comCount; i++)
{
var com = prefabRoot.GetComponentAtIndex(i);
if (com == null)
continue;
if (com.name.Contains("VideoPlayer"))
{
}
MonoBehaviour monoCom = com as MonoBehaviour;
if (monoCom == null)
continue;
Type monoType = monoCom.GetType();
if (!monoType.Assembly.FullName.Contains("UnityEngine.UI"))
continue;
// 获取MonoScript资源
MonoScript monoScript = MonoScript.FromMonoBehaviour(monoCom);
if (monoScript != null)
{
// 获取MonoScript资源的GUID
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
Debug.Log($"{nodename} | <color=#FFF333>[{monoType.Name}]</color> <color=#FF0000>{guid}</color><color=#00FF00>({monoType.FullName})</color>");
ComType2GUID[monoType.FullName] =
new AxiPrefabCache_Com2GUID()
{
SrcFullName = monoType.FullName,
SrcName = monoType.Name,
GUID = guid,
};
}
else
{
Debug.LogError("!!!! 没得");
}
}
//遍历
foreach (Transform child in trans.transform)
LoopPrefabNode(nodename, child.gameObject, depth + 1);
}
[MenuItem("Axibug移植工具/[2]")]
public static void Part2()
{
if (UnityEngine.Windows.Directory.Exists(outCsDir))
UnityEngine.Windows.Directory.Delete(outCsDir);
Directory.CreateDirectory(outCsDir);
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
foreach (var data in cache.caches)
{
string toName = "Axi" + data.SrcName;
string toPath = outCsDir + toName + ".cs";
string codeStr = "namespace AxibugCom { public class " + toName + " : " + data.SrcFullName + " {} }";
try
{
System.IO.File.WriteAllText(toPath, codeStr);
data.ToName = toName;
data.ToPATH = toPath;
}
catch (Exception ex)
{
Debug.LogError("写入失败" + ex.ToString());
}
}
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>");
}
[MenuItem("Axibug移植工具/[3]")]
public static void Part3()
{
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
List<MonoScript> allMonoScripts = FindAllAssetsOfType<MonoScript>();
foreach (var data in cache.caches)
{
MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName);
if (monoScript == null)
{
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");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
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
{
List<T> assets = new List<T>();
string[] allGuids = AssetDatabase.FindAssets("");
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#
{
T asset = AssetDatabase.LoadAssetAtPath<T>(path);
if (asset != null)
{
assets.Add(asset);
}
}
}
return assets;
}
[MenuItem("Axibug移植工具/[4]")]
public static void Part4()
{
AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
Dictionary<string, string> tempReplaceDict = new Dictionary<string, string>();
foreach (var data in cache.caches)
{
tempReplaceDict[data.GUID] = data.ToGUID;
}
ProcessAllPrefabs("*.prefab", tempReplaceDict);
ProcessAllPrefabs("*.unity", tempReplaceDict);
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>");
}
static void ProcessAllPrefabs(string form, Dictionary<string, string> tempReplaceDict, bool reverse = false)
{
List<GameObject> prefabs = new List<GameObject>();
var resourcesPath = Application.dataPath;
var absolutePaths = Directory.GetFiles(resourcesPath, form, SearchOption.AllDirectories);
for (int i = 0; i < absolutePaths.Length; i++)
{
Debug.Log("prefab name: " + absolutePaths[i]);
foreach (var VARIABLE in tempReplaceDict)
{
string oldValue = reverse ? VARIABLE.Value : VARIABLE.Key;
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.ClearProgressBar();
}
/// <summary>
/// 替换值
/// </summary>
/// <param name="strFilePath">文件路径</param>
static void ReplaceValue(string strFilePath, string oldLine, string newLine)
{
if (File.Exists(strFilePath))
{
string[] lines = File.ReadAllLines(strFilePath);
for (int i = 0; i < lines.Length; i++)
{
lines[i] = lines[i].Replace(oldLine, newLine);
}
File.WriteAllLines(strFilePath, lines);
}
}
[MenuItem("Axibug移植工具/[5]UnPack所有预制体")]
public static void UnpackPrefabs()
{
string[] allAssetPaths = AssetDatabase.GetAllAssetPaths();
int prefabCount = 0;
foreach (string path in allAssetPaths)
{
if (Path.GetExtension(path).Equals(".prefab"))
{
Debug.Log($"Unpacking {path}");
UnpackPrefab(path);
prefabCount++;
}
}
Debug.Log($"Unpacked {prefabCount} prefabs.");
Debug.Log("<Color=#FFF333>处理完毕 [5]UnPack所有预制体</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)
{
// 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
PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
Debug.Log("Prefab instance converted to game object: " + obj.name);
}
// 递归遍历子对象
for (int i = 0; i < obj.transform.childCount; i++)
{
TraverseHierarchy(obj.transform.GetChild(i).gameObject);
}
}
[MenuItem("Axibug移植工具/[6]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);
// 检查是否有多个材质
if (IsUsingMultipleMaterials(sprite))
{
spritesToFix.Add(sprite);
Debug.Log("Found sprite with multiple materials: " + path);
}
}
// 修复每个找到的Sprite
foreach (var sprite in spritesToFix)
{
FixSprite(sprite);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
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
var textureImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(sprite)) as TextureImporter;
return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple;
}
private static void FixSprite(Sprite sprite)
{
// 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
SpriteMetaData[] originalMetaData = textureImporter.spritesheet;
// 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
textureImporter.spriteImportMode = SpriteImportMode.Multiple;
textureImporter.spritesheet = originalMetaData; // 恢复原来的切割信息
// 重新导入以应用更改
textureImporter.SaveAndReimport();
}
}
}