From a10eea6e4ce647061813519d5b0ea496f29495b9 Mon Sep 17 00:00:00 2001
From: leonard Wu <364452445@qq.com>
Date: 星期四, 09 八月 2018 09:47:08 +0800
Subject: [PATCH] 同步最新svn内容

---
 Assets/Editor/Tool/FBXCheck.cs |  150 +++++++++++++++++++++++++-------------------------
 1 files changed, 75 insertions(+), 75 deletions(-)

diff --git a/Assets/Editor/Tool/FBXCheck.cs b/Assets/Editor/Tool/FBXCheck.cs
index 4f47403..3a77001 100644
--- a/Assets/Editor/Tool/FBXCheck.cs
+++ b/Assets/Editor/Tool/FBXCheck.cs
@@ -5,82 +5,82 @@
 using System;
 using System.IO;
 
-public class FBXCheck
-{
-
-    static List<string> logs = new List<string>();
-
-
+public class FBXCheck
+{
+
+    static List<string> logs = new List<string>();
+
+
     [MenuItem("Assets/瑙掕壊銆丯PC 妯″瀷妫�鏌�")]
-    public static void LoadMesh()
-    {
-        var assets = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.DeepAssets);
-
-        var total = assets.Length;
-        var index = 0;
-
-        var meshCount = 0;
-        var normalCount = 0;
-        var errorCount = 0;
-
-        logs.Clear();
-        logs.Add(StringUtility.Contact("搴忓彿", "\t", "璧勬簮鍚�", "\t", "椤剁偣鏁�", "\t", "涓夎闈�"));
-
-        try
-        {
-            foreach (var asset in assets)
-            {
-                var assetPath = AssetDatabase.GetAssetPath(asset);
-                if (!assetPath.Contains("@"))
-                {
-                    var mesh = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Mesh));
-                    if (mesh != null)
-                    {
-                        var count = ((Mesh)mesh).vertices.Length;
-                        var triangles = ((Mesh)mesh).triangles.Length / 3;
-
-                        var countStandard = 2500;
-                        var trianglesStandard = 2600;
-
-                        if (mesh.name.Contains("M") || mesh.name.Contains("N"))
-                        {
-                            countStandard = 2000;
-                            trianglesStandard = 2000;
-                        }
-
-                        if (count > countStandard || triangles > trianglesStandard)
-                        {
-                            Debug.LogErrorFormat("{0}鏂囦欢-->:椤剁偣鏁帮細{1},涓夎闈㈡暟锛歿2}", assetPath, count, triangles);
-                            errorCount++;
-                        }
-                        else
-                        {
-                            Debug.LogFormat("{0}鏂囦欢-->:椤剁偣鏁帮細{1},涓夎闈㈡暟锛歿2}", assetPath, count, triangles);
-                            normalCount++;
-                        }
-
-                        logs.Add(StringUtility.Contact(logs.Count, "\t", assetPath, "\t", count, "\t", triangles));
-                        meshCount++;
-                    }
-                }
-
-                index++;
-
-                EditorUtility.DisplayProgressBar("妫�鏌esh鏂囦欢", StringUtility.Contact("妫�鏌ヨ祫婧愭枃浠讹細", asset.name, "(", index, "/", total, ")"), (float)index / total);
-            }
-
-            Debug.LogFormat("妫�鏌esh鏂囦欢缁撴潫锛屽叡妫�鏌0}涓狹esh鏂囦欢锛屽叾涓瓄1}涓枃浠舵甯革紝{2}涓枃浠剁枒浼煎紓甯�", meshCount, normalCount, errorCount);
-        }
-        catch (Exception ex)
-        {
-            Debug.LogError(ex);
-        }
-        finally
-        {
-            File.WriteAllLines(Application.dataPath + "/FbxCheckResult.txt", logs.ToArray());
-            EditorUtility.ClearProgressBar();
-        }
-
+    public static void LoadMesh()
+    {
+        var assets = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.DeepAssets);
+
+        var total = assets.Length;
+        var index = 0;
+
+        var meshCount = 0;
+        var normalCount = 0;
+        var errorCount = 0;
+
+        logs.Clear();
+        logs.Add(StringUtility.Contact("搴忓彿", "\t", "璧勬簮鍚�", "\t", "椤剁偣鏁�", "\t", "涓夎闈�"));
+
+        try
+        {
+            foreach (var asset in assets)
+            {
+                var assetPath = AssetDatabase.GetAssetPath(asset);
+                if (!assetPath.Contains("@"))
+                {
+                    var mesh = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Mesh));
+                    if (mesh != null)
+                    {
+                        var count = ((Mesh)mesh).vertices.Length;
+                        var triangles = ((Mesh)mesh).triangles.Length / 3;
+
+                        var countStandard = 2500;
+                        var trianglesStandard = 2600;
+
+                        if (mesh.name.Contains("M") || mesh.name.Contains("N"))
+                        {
+                            countStandard = 2000;
+                            trianglesStandard = 2000;
+                        }
+
+                        if (count > countStandard || triangles > trianglesStandard)
+                        {
+                            Debug.LogErrorFormat("{0}鏂囦欢-->:椤剁偣鏁帮細{1},涓夎闈㈡暟锛歿2}", assetPath, count, triangles);
+                            errorCount++;
+                        }
+                        else
+                        {
+                            Debug.LogFormat("{0}鏂囦欢-->:椤剁偣鏁帮細{1},涓夎闈㈡暟锛歿2}", assetPath, count, triangles);
+                            normalCount++;
+                        }
+
+                        logs.Add(StringUtility.Contact(logs.Count, "\t", assetPath, "\t", count, "\t", triangles));
+                        meshCount++;
+                    }
+                }
+
+                index++;
+
+                EditorUtility.DisplayProgressBar("妫�鏌esh鏂囦欢", StringUtility.Contact("妫�鏌ヨ祫婧愭枃浠讹細", asset.name, "(", index, "/", total, ")"), (float)index / total);
+            }
+
+            Debug.LogFormat("妫�鏌esh鏂囦欢缁撴潫锛屽叡妫�鏌0}涓狹esh鏂囦欢锛屽叾涓瓄1}涓枃浠舵甯革紝{2}涓枃浠剁枒浼煎紓甯�", meshCount, normalCount, errorCount);
+        }
+        catch (Exception ex)
+        {
+            Debug.LogError(ex);
+        }
+        finally
+        {
+            File.WriteAllLines(Application.dataPath + "/FbxCheckResult.txt", logs.ToArray());
+            EditorUtility.ClearProgressBar();
+        }
+
     }
 
 }

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