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| | |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using UnityEditor; |
| | | using System.IO; |
| | | using UnityEngine.UI; |
| | | |
| | | //根据项目当下情况调整,谨慎使用 |
| | | public class ChangePrefabsFontSize : EditorWindow { |
| | | |
| | | |
| | | [MenuItem("策划工具/更改字体大小(慎用)")] |
| | | public static void Open() |
| | | { |
| | | EditorWindow.GetWindow(typeof(ChangePrefabsFontSize)); |
| | | } |
| | | |
| | | |
| | | void OnGUI() |
| | | { |
| | | GUILayout.Label("字体"); |
| | | if (GUILayout.Button("更换字体大小:统一+2")) |
| | | { |
| | | Change(); |
| | | } |
| | | } |
| | | |
| | | public static void Change() |
| | | { |
| | | |
| | | 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); |
| | | topFilePath = Application.dataPath + "/ResourcesOut/UIComp"; |
| | | string[] filepaths3 = Directory.GetFiles(topFilePath, "*.prefab", SearchOption.AllDirectories); |
| | | |
| | | string[] filepaths = new string[filepaths1.Length + filepaths2.Length + filepaths3.Length]; |
| | | |
| | | filepaths1.CopyTo(filepaths, 0); |
| | | filepaths2.CopyTo(filepaths, filepaths1.Length); |
| | | filepaths3.CopyTo(filepaths, filepaths1.Length + filepaths2.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; |
| | | |
| | | bool change = false; |
| | | foreach (Text item in transArr14) |
| | | { |
| | | if (item.fontSize <= 30) |
| | | { |
| | | item.fontSize = item.fontSize + 2; |
| | | change = true; |
| | | } |
| | | |
| | | } |
| | | if (change) |
| | | { |
| | | EditorUtility.SetDirty(_prefab); |
| | | Debug.LogFormat("界面 {0} 字体大小修改成功", file); |
| | | 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(); |
| | | } |
| | | }; |
| | | } |
| | | |
| | | |
| | | |
| | | } |