using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.IO; using UnityEngine.UI; public class CheckMainUI : EditorWindow { [MenuItem("程序/找出所有MainUI")] public static void Open() { FindMainUI(); } public static void FindMainUI() { 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); string[] filepaths = new string[filepaths1.Length + filepaths2.Length]; filepaths1.CopyTo(filepaths, 0); filepaths2.CopyTo(filepaths, filepaths1.Length); Debug.LogFormat("总数:{0}", filepaths.Length); int startIndex = 0; //文件执行个数 EditorApplication.update = delegate () { string file = filepaths[startIndex]; file = file.Substring(file.IndexOf("Assets")); bool isCancel = EditorUtility.DisplayCancelableProgressBar("MainUI-" + filepaths.Length, file, (float)startIndex / (float)filepaths.Length); GameObject _prefab = AssetDatabase.LoadAssetAtPath(file); UIBase uibase = _prefab.GetComponent(); if (uibase != null && uibase.isMainUI) { Debug.LogFormat("{0} 是MainUI", file); } startIndex++; if (isCancel || startIndex >= filepaths.Length) { EditorUtility.ClearProgressBar(); EditorApplication.update = null; startIndex = 0; } }; } }