少年修仙传客户端基础资源
lwb
2020-12-15 72e89391ca4fc27f3b67c3fa3616f29a106317d5
9527 预制时保存剔除【自动加载的go】
1个文件已修改
59 ■■■■ 已修改文件
Assets/Editor/Tool/PrefabHelper.cs 59 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/PrefabHelper.cs
@@ -1,48 +1,45 @@
using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using Snxxz.UI;
public class PrefabHelper
{
    [InitializeOnLoadMethod]
    static void StartInitializeOnLoadMethod()
    {
        PrefabUtility.prefabInstanceUpdated = delegate (GameObject instance)
        PrefabUtility.prefabInstanceUpdated += OnPrefabInstanceUpdate;
    }
    static void OnPrefabInstanceUpdate(GameObject instance)
    {
        string path = UnityEditor.PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(instance);
        var rootGO = PrefabUtility.LoadPrefabContents(path);
        var prefabLoaders = rootGO.GetComponentsInChildren<UIPrefabLoader>();
        var dirty = false;
        foreach (var loader in prefabLoaders)
        {
            var prefab = PrefabUtility.GetPrefabParent(instance) as GameObject;
            var prefabLoaders = prefab.GetComponentsInChildren<UIPrefabLoader>();
            var dirty = false;
            foreach (var loader in prefabLoaders)
            if (!string.IsNullOrEmpty(loader.prefabName))
            {
                if (!string.IsNullOrEmpty(loader.prefabName))
                var children = new List<Transform>();
                for (int i = 0; i < loader.transform.childCount; i++)
                {
                    var children = new List<Transform>();
                    for (int i = 0; i < loader.transform.childCount; i++)
                    children.Add(loader.transform.GetChild(i));
                }
                for (int i = children.Count - 1; i >= 0; i--)
                {
                    if (children[i].name == loader.prefabName)
                    {
                        children.Add(loader.transform.GetChild(i));
                    }
                    for (int i = children.Count - 1; i >= 0; i--)
                    {
                        if (children[i].name == loader.prefabName)
                        {
                            GameObject.DestroyImmediate(children[i].gameObject, true);
                            EditorUtility.SetDirty(loader.gameObject);
                            dirty = true;
                        }
                        var childGo = children[i].gameObject;
                        GameObject.DestroyImmediate(childGo, true);
                        DebugEx.LogFormat("保存预制:{0},删除了:{1}", path, loader.prefabName);
                        dirty = true;
                    }
                }
            }
            if (dirty)
            {
                AssetDatabase.SaveAssets();
            }
        };
        }
        if (dirty)
            PrefabUtility.SaveAsPrefabAsset(rootGO, path);
        PrefabUtility.UnloadPrefabContents(rootGO);
    }
}