using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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using UnityEngine.UI;
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using vnxbqy.UI;
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using System.Reflection;
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// 导出文本规格,如长宽,字体,字号,颜色,描边,阴影,行间距
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public class ExportPrefabsWordFormat : EditorWindow {
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private static string topFilePath=Application.dataPath + "/ResourcesOut/UI";
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[MenuItem("策划工具/批量导出预制体文本格式", false)]
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private static void Export()
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{
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string writePath = "exportFontSize.txt";
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if (File.Exists(writePath))
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{
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File.Delete(writePath);
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}
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FileStream fs = new FileStream(writePath,FileMode.Create);//如不存在,则创建新的文本文档
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string writeline1 = string.Format("路径\t索引\t名字\t宽\t高\tanchorMinX\tanchorMinY\tanchorMaxX\tanchorMaxY\tanchoredPositionX\tanchoredPositionY\tpivotX\tpivotY\tlocalScaleX\tlocalScaleY\t字大小\t对齐\t行宽\t横溢出\t竖溢出\t自适应\t自适应最小\t自适应最大\r\n");
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byte[] data1 = System.Text.Encoding.UTF8.GetBytes(writeline1);
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fs.Write(data1, 0, data1.Length);
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topFilePath = Application.dataPath + "/ResourcesOut/UI";
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string[] filepaths1 = Directory.GetFiles(topFilePath, "*.prefab", SearchOption.AllDirectories);
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Debug.LogFormat("批量导出UI预制体文本格式路径{0}, {1}", topFilePath, filepaths1.Length);
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topFilePath = Application.dataPath + "/ResourcesOut/BuiltIn";
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string[] filepaths2 = Directory.GetFiles(topFilePath, "*.prefab", SearchOption.AllDirectories);
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Debug.LogFormat("批量导出BuiltIn预制体文本格式路径{0}, {1}", topFilePath, filepaths2.Length);
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string[] filepaths = new string[filepaths1.Length + filepaths2.Length];
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filepaths1.CopyTo(filepaths, 0);
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filepaths2.CopyTo(filepaths, filepaths1.Length);
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Debug.LogFormat("批量导出预制体总数:{0}", filepaths.Length);
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int startIndex = 0;
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int a = 0;
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int b = 0;
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int c = 0;
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int d = 0;
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int e = 0;
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EditorApplication.update = delegate () {
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string file = filepaths[startIndex];
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file = file.Substring(file.IndexOf("Assets"));
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bool isCancel = EditorUtility.DisplayCancelableProgressBar("导出预制体文本格式-" + filepaths.Length, file, (float)startIndex / (float)filepaths.Length);
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GameObject _prefab = AssetDatabase.LoadAssetAtPath<GameObject>(file);
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Text[] transArr14 = _prefab.GetComponentsInChildren<Text>(true);
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a += transArr14.Length;
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RichText[] transArr11 = _prefab.GetComponentsInChildren<RichText>(true);
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b += transArr11.Length;
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TextImage[] transArr12 = _prefab.GetComponentsInChildren<TextImage>(true);
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c += transArr12.Length;
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OffsetImage2[] transArr13 = _prefab.GetComponentsInChildren<OffsetImage2>(true);
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d += transArr13.Length;
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TextEx[] transArr = _prefab.GetComponentsInChildren<TextEx>(true);
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e += transArr.Length;
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//Debug.LogFormat("{0}包含TextEx个数 {1}", file, transArr.Length);
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int i = 0;
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foreach (Text item in transArr14)
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{
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var test1 = item as TextImage;
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if (test1 != null)
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{
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i++;
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continue;
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}
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var test2 = item as OffsetImage2;
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if (test2 != null)
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{
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i++;
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continue;
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}
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RectTransform rectTransform = item.GetComponent<RectTransform>();
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string writeline = string.Format($"{file}\t{i}\t{item.name}\t{rectTransform.sizeDelta.x}\t{rectTransform.sizeDelta.y}\t{rectTransform.anchorMin.x}\t{rectTransform.anchorMin.y}\t{rectTransform.anchorMax.x}\t{rectTransform.anchorMax.y}\t{rectTransform.anchoredPosition.x}\t{rectTransform.anchoredPosition.y}\t{rectTransform.pivot.x}\t{rectTransform.pivot.y}\t{rectTransform.localScale.x}\t{rectTransform.localScale.y}\t{item.fontSize}\t{item.alignment}\t{item.lineSpacing}\t{item.horizontalOverflow}\t{item.verticalOverflow}\t{item.resizeTextForBestFit}\t{item.resizeTextMinSize}\t{item.resizeTextMaxSize}\r\n");
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byte[] data = System.Text.Encoding.UTF8.GetBytes(writeline);
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fs.Write(data, 0, data.Length);
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i++;
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}
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startIndex++;
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if (isCancel || startIndex >= filepaths.Length) {
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Debug.LogFormat("Text:{0},RichText:{1},TextImage:{2},OffsetImage2:{3},TextEx:{4}", a,b,c,d,e);
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EditorUtility.ClearProgressBar();
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EditorApplication.update = null;
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startIndex = 0;
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fs.Flush();
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fs.Close();//关闭
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}
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};
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}
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}
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