少年修仙传客户端基础资源
dabaoji
2025-06-09 8ee0256378cbf5dbc9d76ed10b60b65a844ef4dd
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using UnityEngine.UI;
using vnxbqy.UI;
using EnhancedUI.EnhancedScroller;
 
 
public class CheckScrollRect : EditorWindow {
 
    private static string topFilePath=Application.dataPath + "/ResourcesOut/UI";
 
 
    [MenuItem("策划工具/检查ScrollRec", false)]
    private static void Export()
    {
 
        string[] filepaths1 = Directory.GetFiles(topFilePath, "*.prefab", SearchOption.AllDirectories);
        
        topFilePath = Application.dataPath + "/ResourcesOut/BuiltIn";
 
        string[] filepaths2 = Directory.GetFiles(topFilePath, "*.prefab", SearchOption.AllDirectories);
 
        string[] filepaths = new string[filepaths1.Length + filepaths2.Length];
 
        filepaths1.CopyTo(filepaths, 0);
        filepaths2.CopyTo(filepaths, filepaths1.Length);
        Debug.LogFormat("检查预制体总数:{0}", filepaths.Length);
        int startIndex = 0;
 
        EditorApplication.update = delegate () {
            string file = filepaths[startIndex];
            file = file.Substring(file.IndexOf("Assets"));
            bool isCancel = EditorUtility.DisplayCancelableProgressBar("预制体-"+filepaths.Length, file, (float)startIndex / (float)filepaths.Length);
            GameObject _prefab = AssetDatabase.LoadAssetAtPath<GameObject>(file);
 
            ScrollRect[] transArr14 = _prefab.GetComponentsInChildren<ScrollRect>(true);
            foreach (ScrollRect item in transArr14)
            {
                var cr = item.GetComponent<CanvasRenderer>();
                var sc = item.GetComponent<ScrollerController>();
                var ec = item.GetComponent<EnhancedScroller>();
                if (cr == null && sc == null && ec == null)
                {
                    Debug.LogError("需处理" + file);
                }
 
            }
            startIndex++;
            
            if (isCancel || startIndex >= filepaths.Length) {
                EditorUtility.ClearProgressBar();
                EditorApplication.update = null;
                startIndex = 0;
                Debug.Log("完成检查");
            }
        };
 
    
    }
 
  
}