少年修仙传客户端基础资源
dabaoji
2023-11-13 0a23e1b83f8fda8ab9f9e32fe71c26c431faf63a
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using UnityEngine.UI;
using Snxxz.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;
                    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();
            }
        };
    }
    
 
  
}