查找指定文件夹下所有的prefab并找到所有引用的图片及路径。
1、通过guid获取资源路径
2、获取文件夹中包含后缀为.prefab的路径
3、编辑器下加载该资源(如果对资源有编辑的话需要在资源加载前加上 开始资源编辑AssetDatabase.StartAssetEditing() 和操作结束后加上 结束资源编辑AssetDatabase.StopAssetEditing())
4、遍历prefab找到身上带有Image组件的物体,获取iamge.sprite的路径及图片大小信息
5、将这些信息写入本地,方便资源打包管理
- [MenuItem("UnityTools/GetComponentTools/获取预制件图片路径及大小")]
- public static void GetTexturePathOfSize()
- {
- //通过guid获取资源路径
- string guid = Selection.assetGUIDs[0];
- var selectPath = AssetDatabase.GUIDToAssetPath(guid);
- List<string> dirs = new List<string>();
- GetPrefabsDirs(selectPath, ref dirs);
- }
-
- private static void GetPrefabsDirs(string dirPath, ref List<string> dirs)
- {
- //开始资源编辑
- AssetDatabase.StartAssetEditing();
-
- foreach (string path in Directory.GetFiles(dirPath))
- {
- //获取所有文件夹中包含后缀为 .prefab 的路径
- if (System.IO.Path.GetExtension(path) == ".prefab" && path.IndexOf(@"UI\Slots") == -1)
- {
- dirs.Add(path.Substring(path.IndexOf("Asset")));
- string final_path = path.Substring(path.IndexOf("Asset")).Replace(@"\", "/");
- GameObject prefab = AssetDatabase.LoadAssetAtPath(final_path, typeof(System.Object)) as GameObject;
-
- foreach(Transform child in prefab.GetComponentsInChildren
(true)) - {
- if (child.GetComponent
() && child.GetComponent().sprite != null) - {
- var sp = child.GetComponent
().sprite; -
- var assetPath = AssetDatabase.GetAssetPath(sp);
-
- WriteMcImagePath($"预制件路径:{GetChildPaht(child)}, 图片路径:{assetPath}, 图片大小:{GetTxtureSize(assetPath)}Mb");
- }
- }
- }
- }
- if (Directory.GetDirectories(dirPath).Length > 0) //遍历所有文件夹
- {
- foreach (string path in Directory.GetDirectories(dirPath))
- {
- GetDirsImageSprite(path, ref dirs);
- }
- }
- //结束资源编辑
- AssetDatabase.StopAssetEditing();
- }
-
- ///
- /// 获取文件大小
- ///
- ///
- ///
- public static double GetTxtureSize(string path)
- {
- FileInfo fileInfo = new FileInfo(path);
- double length = Convert.ToDouble(fileInfo.Length);
- double Size = length / 2048;
- return Size;
- }
-
- ///
- /// 获取当前子物体在父物体中的路径
- ///
- ///
- ///
- public static string GetChildPaht(Transform _target)
- {
- List
listPath = new List(); - listPath.Add(_target);
- bool isCheck = false;
- string path = "";
- while (!isCheck)
- {
- if (listPath[0].parent != null)
- {
- Transform currentTarget = listPath[0].parent;
- listPath.Insert(0,currentTarget);
- }
- else
- {
- isCheck = true;
- }
- }
-
- for (int i = 0; i < listPath.Count; i++)
- {
- path += listPath[i].name + (i == listPath.Count - 1 ? "" : "/");
- }
- return path;
- }
-
- ///
- /// 将信息写入到桌面指定文件
- ///
- ///
- ///
- private static void WriteMcImagePath(string _str)
- {
- var path = Environment.GetFolderPath(Environment.SpecialFolder.DesktopDirectory) + "/McImagePath.txt";
- FileStream fs = null;
- StreamWriter sw = null;
- //创建文本
- if (!File.Exists(path))
- {
- fs = new FileStream(path,FileMode.Create,FileAccess.ReadWrite);
- sw = new StreamWriter(fs);
- }
- else
- {
- fs = new FileStream(path, FileMode.Append, FileAccess.Write);
- sw = new StreamWriter(fs);
- }
-
- sw.WriteLine(_str);
-
- sw.Flush();
- sw.Close();
- fs.Close();
- }
在对资源进行编辑时候需要注意UGUI是继承了Graphic,继承了Graphic的UI被其他UI引用后没使用编辑器操作会导致该引用丢失,所以我们需要在编辑的时候加一步操作(记住UI的引用,编辑完成后还原)
- private class ComponentSetImageInfo
- {
- public FieldInfo Fileld;
- public PropertyInfo Property;
- public Object Obj;
- public Image RefImage;
- }
-
- private static void createPrefabRefImageInof(GameObject go,List
infos ){ - foreach (var component in go.transform.GetComponentsInChildren
(true)) - {
- var filelds = component.GetType()
- .GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
- filelds = filelds.Where((o) => o.FieldType == typeof(Image) ||(o.FieldType == typeof(Graphic) && o.GetValue(component) is Image)).ToArray();
- foreach (var fileld in filelds)
- {
- var image = fileld.GetValue(component) as Image;
- if (image != null)
- {
- infos.Add(new ComponentSetImageInfo()
- {Fileld = fileld, Obj = component, RefImage = image});
- }
- //Debug.LogError(fileld.Name + fileld.FieldType.FullName);
- //fileld.SetValue(component,);
- }
-
- var propertys = component.GetType()
- .GetProperties(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
- propertys = propertys.Where((o) => (o.PropertyType == typeof(Image)) || (o.PropertyType == typeof(Graphic) && o.GetValue(component) is Image)).ToArray();
- foreach (var property in propertys)
- {
- var image = property.GetValue(component) as Image;
- if (image != null)
- {
- infos.Add(new ComponentSetImageInfo()
- {Property = property, Obj = component, RefImage = image});
- }
- }
- }
- }
- [MenuItem("UnityTools/GetComponentTools/替换Image为McImage")]
- static void CheckImageFolder()
- {
- string guid = Selection.assetGUIDs[0];
- var selectPath = AssetDatabase.GUIDToAssetPath(guid);
- List<string> dirs = new List<string>();
- GetDirsImage(selectPath, ref dirs);
- }
-
- //参数1 为要查找的总路径, 参数2 保存路径
- private static void GetDirsImage(string dirPath, ref List<string> dirs)
- {
- List
infos = new List(); - foreach (string path in Directory.GetFiles(dirPath))
- {
- // Debug.Log(path);
- //获取所有文件夹中包含后缀为 .prefab 的路径
- if (System.IO.Path.GetExtension(path) == ".prefab" && path.IndexOf(@"UI\Slots") == -1)
- {
- dirs.Add(path.Substring(path.IndexOf("Asset")));
- string final_path = path.Substring(path.IndexOf("Asset")).Replace(@"\", "/");
- GameObject prefab = AssetDatabase.LoadAssetAtPath(final_path, typeof(System.Object)) as GameObject;
-
- var instance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
- createPrefabRefImageInof(instance,infos);
- foreach(Image child in instance.GetComponentsInChildren
(true)) - {
- UpdateImageByMcImage(child,infos);
- }
- PrefabUtility.ApplyPrefabInstance(instance, InteractionMode.UserAction);
- GameObject.DestroyImmediate(instance);
- }
- }
- if (Directory.GetDirectories(dirPath).Length > 0) //遍历所有文件夹
- {
- foreach (string path in Directory.GetDirectories(dirPath))
- {
- GetDirsImage(path, ref dirs);
- }
- }
- }
-
- static void UpdateImageByMcImage(Image image, List
refsObjs ) - {
- var targets = image.transform;
-
- var fillMethod = Image.FillMethod.Radial90;
- var fillOrigin = 1;
- var fillAmount = 0.0f;
- var clockwise = true;
- if (image.type == Image.Type.Filled)
- {
- fillMethod = image.fillMethod;
- fillOrigin = image.fillOrigin;
- fillAmount = image.fillAmount;
- clockwise = image.fillClockwise;
- }
- var enable = image.enabled;
- var spr = image.sprite;
- var color = image.color;
- var mat = image.material;
- var rayTarget = image.raycastTarget;
- var maskable = image.maskable;
- var type = image.type;
-
- //step1 找到所有引用自己的组件
- List
refSelfComponents = refsObjs.Where((o) => o.RefImage == image).ToList(); -
- DestroyImmediate(image,true);
-
- //Debug.LogError($"组件:{image},组件名:{targets.name}");
- var mcImage = targets.gameObject.AddComponent
(); - mcImage.sprite = spr;
- //设置key
- string path = Application.streamingAssetsPath + "/rename.txt";
- string[] txt = File.ReadAllLines(path);
- Dictionary<string, string> keyDics = new Dictionary<string, string>();
-
- for (int i = 0; i < txt.Length; i++)
- {
- keyDics.Add(txt[i].Split(',')[0],txt[i].Split(',')[1]);
- }
-
- var assetPath = AssetDatabase.GetAssetPath(spr);
-
- if (!string.IsNullOrEmpty(assetPath))
- {
- var imageKey = "";
- if (keyDics.ContainsKey(assetPath))
- {
- foreach (var item in keyDics)
- {
- if (assetPath == item.Key)
- {
- imageKey = item.Value;
- }
- }
- }
- else
- {
- imageKey = spr.name;
- }
-
- //去除key带点的特殊符号
- if(imageKey.Contains('.'))
- {
- imageKey = imageKey.Replace('.','_');
- }
-
- string path1 = Application.streamingAssetsPath + "/rename1.txt";
-
- string[] txt1 = File.ReadAllLines(path1);
-
- Dictionary<string, string> keyDics1 = new Dictionary<string, string>();
-
- for (int i = 0; i < txt1.Length; i++)
- {
- keyDics1.Add(txt1[i].Split(',')[0],txt1[i].Split(',')[1]);
- }
-
- if (keyDics1.ContainsKey(imageKey))
- {
- foreach (var item in keyDics1)
- {
- if (imageKey == item.Key)
- {
- imageKey = item.Value;
- }
- }
- }
-
- //unity自带图片过滤
- if(!assetPath.Contains("Assets"))
- {
- imageKey = null;
- }
-
- mcImage.spriteKey = imageKey;
- }
-
- mcImage.enabled = enable;
- mcImage.color = color;
- mcImage.material = mat;
- mcImage.raycastTarget = rayTarget;
- mcImage.maskable = maskable;
- mcImage.type = type;
- if (mcImage.type == Image.Type.Filled)
- {
- mcImage.fillMethod = fillMethod;
- mcImage.fillOrigin = fillOrigin;
- mcImage.fillAmount = fillAmount;
- mcImage.fillClockwise = clockwise;
- }
-
- foreach (var refObj in refSelfComponents)
- {
- //Debug.LogError($"refobj:{refObj.Obj}");
- if(refObj.Fileld != null)
- refObj.Fileld.SetValue(refObj.Obj,mcImage);
- if (refObj.Property != null)
- {
- try
- {
- refObj.Property.SetValue(refObj.Obj,mcImage);
- }
- catch (Exception e)
- {
-
- }
- }
- }
- }
至此,unity编辑器对指定文件下所有prefab的操作完成。如有不懂,请留言。