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 System;
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using System.Text.RegularExpressions;
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using System.Reflection;
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public class CheckFontSwitch
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{
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static string windowRootPath = Application.dataPath + "/ResourcesOut/UI/Window";
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static string windowRootPath2 = Application.dataPath + "/ResourcesOut/UI/PriorityWindow";
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static string prefabRootPath = Application.dataPath + "/ResourcesOut/UI/Prefab";
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public static void CheckAndReplaceFontSwitch()
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{
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try
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{
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var allFiles = new List<FileInfo>();
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allFiles.AddRange(new DirectoryInfo(windowRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly));
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allFiles.AddRange(new DirectoryInfo(windowRootPath2).GetFiles("*.prefab", SearchOption.TopDirectoryOnly));
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allFiles.AddRange(new DirectoryInfo(prefabRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly));
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var count = allFiles.Count;
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var index = 0;
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foreach (var file in allFiles)
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{
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var assetPath = file.FullName.Replace("\\", "/").Replace(Application.dataPath, "Assets");
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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var texts = prefab.GetComponentsInChildren<Text>(true);
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foreach (var text in texts)
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{
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if (text.font != null)
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{
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if (text.font.name == FontUtility.preferred.name)
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{
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var fontSwitch = text.gameObject.AddMissingComponent<FontSwitch>();
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fontSwitch.fontType = FontSwitch.FontType.Preferred;
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text.font = null;
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}
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else if (text.font.name == FontUtility.secondary.name)
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{
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var fontSwitch = text.gameObject.AddMissingComponent<FontSwitch>();
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fontSwitch.fontType = FontSwitch.FontType.Secondary;
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text.font = null;
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}
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}
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}
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index++;
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EditorUtility.SetDirty(prefab);
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EditorUtility.DisplayProgressBar("检测和替换FontSwitch", StringUtility.Contact("正在替换:", prefab.name), (float)index / count);
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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EditorUtility.ClearProgressBar();
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}
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catch (Exception ex)
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{
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Debug.Log(ex);
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}
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}
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static List<string> chineseCharactorErrors = new List<string>();
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public static void FindChineseCharacter()
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{
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try
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{
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chineseCharactorErrors.Clear();
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chineseCharactorErrors.Add(StringUtility.Contact("序号", "\t", "预置体", "\t", "组件名", "\t", "内容", "\t", "是否需要整改"));
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var allFiles = new List<FileInfo>();
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allFiles.AddRange(new DirectoryInfo(windowRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly));
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allFiles.AddRange(new DirectoryInfo(windowRootPath2).GetFiles("*.prefab", SearchOption.TopDirectoryOnly));
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allFiles.AddRange(new DirectoryInfo(prefabRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly));
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var inspectorModeInfo = typeof(SerializedObject).GetProperty("inspectorMode", BindingFlags.NonPublic | BindingFlags.Instance);
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var count = allFiles.Count;
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var index = 0;
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foreach (var file in allFiles)
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{
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var assetPath = file.FullName.Replace("\\", "/").Replace(Application.dataPath, "Assets");
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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var prefabText = File.ReadAllText(file.FullName);
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var texts = prefab.GetComponentsInChildren<Text>(true);
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foreach (var text in texts)
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{
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if (ContainChineseCharacter(text.text))
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{
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var content = text.text.Replace("\t", "").Replace("\r\n", "").Replace("\n", "").Replace("\r", "");
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var serializedObject = new SerializedObject(text);
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inspectorModeInfo.SetValue(serializedObject, InspectorMode.Debug, null);
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var localIdProp = serializedObject.FindProperty("m_LocalIdentfierInFile");
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var fieldId = localIdProp.longValue;
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var serialized = ContainGuid(prefabText, fieldId.ToString());
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var isFromLanguage = text is TextEx && (text as TextEx).isKey;
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chineseCharactorErrors.Add(StringUtility.Contact(chineseCharactorErrors.Count, "\t", prefab.name, "\t", text.name, "\t", content, "\t", !serialized && !isFromLanguage));
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Debug.LogFormat("UI预置体Text配置错误-->预置体是:{0},组件名:{1},内容是:{2}", prefab, text.name, text.text);
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}
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}
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index++;
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EditorUtility.SetDirty(prefab);
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EditorUtility.DisplayProgressBar("查找中文字", StringUtility.Contact("正在检查:", prefab.name), (float)index / count);
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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EditorUtility.ClearProgressBar();
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}
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catch (Exception ex)
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{
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Debug.Log(ex);
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}
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finally
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{
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File.WriteAllLines(Application.dataPath + "/UIPrefabChineseCharacterError.txt", chineseCharactorErrors.ToArray());
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}
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}
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static string chineseCharacterPattern = "[\u4e00-\u9fa5]{2,4}";
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static bool ContainChineseCharacter(string _input)
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{
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if (string.IsNullOrEmpty(_input))
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{
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return false;
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}
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else
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{
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return Regex.IsMatch(_input, chineseCharacterPattern);
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}
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}
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static bool ContainGuid(string _serializedFile, string _guid)
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{
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if (string.IsNullOrEmpty(_serializedFile))
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{
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return false;
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}
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else
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{
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var matches = Regex.Matches(_serializedFile, _guid);
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return matches.Count > 2;
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}
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}
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}
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