using UnityEngine;  
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using UnityEditor;  
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public class RenameTool : EditorWindow  
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{  
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    [UnityEditor.MenuItem("美术工具/资源重命名")]  
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    static void Init()  
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    {  
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        window = GetWindow(typeof(RenameTool), true, "资源重命名工具") as RenameTool;  
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        window.position = new Rect(UnityEngine.Screen.width / 2, UnityEngine.Screen.height / 2, 300, 300);  
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        window.Show();  
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    }  
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    private static RenameTool window = null;  
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    private static string _srcLetter = "";  
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    private static string _destLetter = "";  
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    private void OnGUI()  
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    {  
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        GUILayout.BeginVertical();  
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        GUILayout.Box(new GUIContent("美术重命名工具:"));  
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        GUILayout.Label("要替换的字母:");  
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        _srcLetter = GUILayout.TextField(_srcLetter);  
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        GUILayout.Label("替换成最终的字母:");  
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        _destLetter = GUILayout.TextField(_destLetter);  
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        GUILayout.FlexibleSpace();  
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        GUILayout.BeginHorizontal();  
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        if (GUILayout.Button("重命名")) {  
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            UnityEngine.Object[] objects = Selection.GetFiltered(typeof(System.Object), UnityEditor.SelectionMode.DeepAssets);  
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            for (int i = 0; i < objects.Length; ++i) {  
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                UnityEngine.Object srcObj = objects[i];  
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                string srcObjName = objects[i].name;  
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                if (srcObjName.Contains(_srcLetter)) {  
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                    srcObjName = srcObjName.Replace(_srcLetter, _destLetter);  
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                    objects[i].name = srcObjName;  
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                    string path = AssetDatabase.GetAssetPath(srcObj);  
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                    AssetDatabase.RenameAsset(path, srcObjName);  
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                }  
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            }  
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            AssetDatabase.SaveAssets();  
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            AssetDatabase.Refresh();  
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        }  
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        GUILayout.EndHorizontal();  
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        GUILayout.EndVertical();  
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    }  
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}  
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