using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using System; using System.IO; public class FBXCheck { static List logs = new List(); [MenuItem("Assets/角色、NPC 模型检查")] 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("序号", "\t", "资源名", "\t", "顶点数", "\t", "三角面")); 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}文件-->:顶点数:{1},三角面数:{2}", assetPath, count, triangles); errorCount++; } else { Debug.LogFormat("{0}文件-->:顶点数:{1},三角面数:{2}", assetPath, count, triangles); normalCount++; } logs.Add(StringUtility.Contact(logs.Count, "\t", assetPath, "\t", count, "\t", triangles)); meshCount++; } } index++; EditorUtility.DisplayProgressBar("检查Mesh文件", StringUtility.Contact("检查资源文件:", asset.name, "(", index, "/", total, ")"), (float)index / total); } Debug.LogFormat("检查Mesh文件结束,共检查{0}个Mesh文件,其中{1}个文件正常,{2}个文件疑似异常", meshCount, normalCount, errorCount); } catch (Exception ex) { Debug.LogError(ex); } finally { File.WriteAllLines(Application.dataPath + "/FbxCheckResult.txt", logs.ToArray()); EditorUtility.ClearProgressBar(); } } }