using UnityEngine;
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using UnityEditor;
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public class RenameTool : EditorWindow
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{
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[UnityEditor.MenuItem("美术工具/资源重命名")]
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static void Init()
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{
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window = GetWindow(typeof(RenameTool), true, "资源重命名工具") as RenameTool;
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window.position = new Rect(UnityEngine.Screen.width / 2, UnityEngine.Screen.height / 2, 300, 300);
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window.Show();
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}
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private static RenameTool window = null;
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private static string _srcLetter = "";
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private static string _destLetter = "";
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private void OnGUI()
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{
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GUILayout.BeginVertical();
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GUILayout.Box(new GUIContent("美术重命名工具:"));
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GUILayout.Label("要替换的字母:");
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_srcLetter = GUILayout.TextField(_srcLetter);
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GUILayout.Label("替换成最终的字母:");
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_destLetter = GUILayout.TextField(_destLetter);
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GUILayout.FlexibleSpace();
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("重命名")) {
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UnityEngine.Object[] objects = Selection.GetFiltered(typeof(System.Object), UnityEditor.SelectionMode.DeepAssets);
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for (int i = 0; i < objects.Length; ++i) {
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UnityEngine.Object srcObj = objects[i];
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string srcObjName = objects[i].name;
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if (srcObjName.Contains(_srcLetter)) {
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srcObjName = srcObjName.Replace(_srcLetter, _destLetter);
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objects[i].name = srcObjName;
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string path = AssetDatabase.GetAssetPath(srcObj);
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AssetDatabase.RenameAsset(path, srcObjName);
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}
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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GUILayout.EndHorizontal();
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GUILayout.EndVertical();
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}
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}
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