少年修仙传客户端基础资源
dabaoji
2025-06-04 34d28a982a741d63f183884881b0bea73f8c8b47
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using UnityEngine.UI;
using vnxbqy.UI;
 
 
public class ChangePrefabsFont : EditorWindow {
 
 
    [MenuItem("策划工具/更换字体")]
    public static void Open()
    {
        EditorWindow.GetWindow(typeof(ChangePrefabsFont));
    }
 
    Font toChange;
    static Font toChangeFont;
 
    Font fromFont;
    static Font fromChangeFont;
    void OnGUI()
    {
        GUILayout.Label("原字体");
        fromFont = (Font)EditorGUILayout.ObjectField(fromFont, typeof(Font), true, GUILayout.MinWidth(100f));
        fromChangeFont = fromFont;
        GUILayout.Label("替换字体");
        toChange = (Font)EditorGUILayout.ObjectField(toChange, typeof(Font), true, GUILayout.MinWidth(100f));
        toChangeFont = toChange;
        if (GUILayout.Button("更换"))
        {
            Change();
        }
    }
 
    public static void Change()
    {
 
        //这个很重要,博主发现如果没有这个代码,unity是不会察觉到编辑器有改动的,自然设置完后直接切换场景改变是不被保存
        //的  如果不加这个代码  在做完更改后 自己随便手动修改下场景里物体的状态 在保存就好了 
        //Undo.RecordObject(t, t.gameObject.name);
        //t.font = toChangeFont;
        string topFilePath=Application.dataPath + "/ResourcesOut/UI";
 
 
        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("预修改预制体字体总数:{0}", filepaths.Length);
        int startIndex = 0; //文件执行个数
 
        int a = 0;  // 总字体数
        int i = 0;  // 更换字体数
        EditorApplication.update = delegate () {
            string file = filepaths[startIndex];
            file = file.Substring(file.IndexOf("Assets"));
            bool isCancel = EditorUtility.DisplayCancelableProgressBar("预制体文字-"+filepaths.Length, file, (float)startIndex / (float)filepaths.Length);
            GameObject _prefab = AssetDatabase.LoadAssetAtPath<GameObject>(file);
 
            Text[] transArr14 = _prefab.GetComponentsInChildren<Text>(true);
            a += transArr14.Length;
 
            foreach (Text item in transArr14)
            {
 
                // /Debug.LogFormat("{0}包含文字 {1}-{2}", file, item.name, item.text);
                if (item.font == fromChangeFont)
                {
                    //item.font = toChangeFont;
                    //item.fontSize = item.fontSize - 2;
                    bool change = true;
                    if (item.rectTransform.rect.height <= 2)
                    {
                        change = false;
                    }
                    else if (item.fontSize == 16 && item.rectTransform.rect.height < 23)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 23);
                    }
                    else if (item.fontSize == 17 && item.rectTransform.rect.height < 25)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 25);
                    }
                    else if (item.fontSize == 18 && item.rectTransform.rect.height < 26)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 26);
                    }
                    else if (item.fontSize == 19 && item.rectTransform.rect.height < 27)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 27);
                    }
                    else if (item.fontSize == 20 && item.rectTransform.rect.height < 29)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 29);
                    }
                    else if (item.fontSize == 21 && item.rectTransform.rect.height < 30)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 30);
                    }
                    else if (item.fontSize == 22 && item.rectTransform.rect.height < 31)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 31);
                    }
                    else if (item.fontSize == 23 && item.rectTransform.rect.height < 33)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 33);
                    }
                    else if (item.fontSize == 24 && item.rectTransform.rect.height < 35)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 35);
                    }
                    else if (item.fontSize == 25 && item.rectTransform.rect.height < 37)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 37);
                    }
                    else if (item.fontSize == 26 && item.rectTransform.rect.height < 39)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 39);
                    }
                    else if (item.fontSize == 27 && item.rectTransform.rect.height < 40)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 40);
                    }
                    else if (item.fontSize == 28 && item.rectTransform.rect.height < 41)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 41);
                    }
                    else if (item.fontSize == 29 && item.rectTransform.rect.height < 42)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 42);
                    }
                    else if (item.fontSize == 30 && item.rectTransform.rect.height < 43)
                    {
                        item.rectTransform.sizeDelta = new Vector2(item.rectTransform.rect.width, 43);
                    }
                    else
                    {
                        change = false;
                    }
                    if (change)
                    { 
                        EditorUtility.SetDirty(_prefab);
                        i++;
                    }
                }
 
            }
            startIndex++;
            
            if (isCancel || startIndex >= filepaths.Length) {
                Debug.LogFormat("字体批量修改成功--检索{0}个预制体, 字体总个数{1},修改{2}", startIndex, a, i);
                EditorUtility.ClearProgressBar();
                EditorApplication.update = null;
                startIndex = 0;
                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();
            }
        };
    }
    
 
  
}