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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