using System.Collections;
|
using System.Collections.Generic;
|
using UnityEngine;
|
using UnityEditor;
|
using System;
|
using System.IO;
|
|
public class FBXCheck
|
{
|
|
static List<string> logs = new List<string>();
|
|
|
[MenuItem("Assets/角色、NPC 模型检查")]
|
public static void LoadMesh()
|
{
|
var assets = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.DeepAssets);
|
|
var total = assets.Length;
|
var index = 0;
|
|
var meshCount = 0;
|
var normalCount = 0;
|
var errorCount = 0;
|
|
logs.Clear();
|
logs.Add(StringUtility.Contact("序号", "\t", "资源名", "\t", "顶点数", "\t", "三角面"));
|
|
try
|
{
|
foreach (var asset in assets)
|
{
|
var assetPath = AssetDatabase.GetAssetPath(asset);
|
if (!assetPath.Contains("@"))
|
{
|
var mesh = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Mesh));
|
if (mesh != null)
|
{
|
var count = ((Mesh)mesh).vertices.Length;
|
var triangles = ((Mesh)mesh).triangles.Length / 3;
|
|
var countStandard = 2500;
|
var trianglesStandard = 2600;
|
|
if (mesh.name.Contains("M") || mesh.name.Contains("N"))
|
{
|
countStandard = 2000;
|
trianglesStandard = 2000;
|
}
|
|
if (count > countStandard || triangles > trianglesStandard)
|
{
|
Debug.LogErrorFormat("{0}文件-->:顶点数:{1},三角面数:{2}", assetPath, count, triangles);
|
errorCount++;
|
}
|
else
|
{
|
Debug.LogFormat("{0}文件-->:顶点数:{1},三角面数:{2}", assetPath, count, triangles);
|
normalCount++;
|
}
|
|
logs.Add(StringUtility.Contact(logs.Count, "\t", assetPath, "\t", count, "\t", triangles));
|
meshCount++;
|
}
|
}
|
|
index++;
|
|
EditorUtility.DisplayProgressBar("检查Mesh文件", StringUtility.Contact("检查资源文件:", asset.name, "(", index, "/", total, ")"), (float)index / total);
|
}
|
|
Debug.LogFormat("检查Mesh文件结束,共检查{0}个Mesh文件,其中{1}个文件正常,{2}个文件疑似异常", meshCount, normalCount, errorCount);
|
}
|
catch (Exception ex)
|
{
|
Debug.LogError(ex);
|
}
|
finally
|
{
|
File.WriteAllLines(Application.dataPath + "/FbxCheckResult.txt", logs.ToArray());
|
EditorUtility.ClearProgressBar();
|
}
|
|
}
|
|
}
|