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