Unity丢失的资源统一替换

同事直接把资源文件夹删了,没说,说换了新的路径,资源的guid都改了,然后要一个个改很恼火,写个工具


具体效果:
1.寻找指定预制体上丢失的资源,并返回一个id
2.把指定目录下丢失的资源的Text和Image的组件,并且挂上的也是这个id的统一换成指定字体和图片

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
public class MissingResourceHepler : EditorWindow
{
	[MenuItem("工具栏/UI/ 资源丢失helper")]
	static void Init()
	{
		MissingResourceHepler window = (MissingResourceHepler)EditorWindow.GetWindow(typeof(MissingResourceHepler));
		window.Show();
	}

	string newSpriteRoot;
	GameObject checkObj = null;
	string fontGuid;
	Font changeFont;
	string spriteGuid;
	Sprite changeSprite;
	List<GameObject> list = new List<GameObject>();
	public void OnGUI()
	{



		checkObj = (GameObject)EditorGUILayout.ObjectField("prefab", checkObj, typeof(GameObject), true);

		if (GUILayout.Button("看看丢了资源的guid"))
		{

			CheckMissing(checkObj);
		}
		GUILayout.Label("预制体来源:");
		GUILayout.Label(newSpriteRoot);
		if (GUILayout.Button("选择", GUILayout.Width(50)))
		{
			newSpriteRoot = EditorUtility.OpenFolderPanel("选择来源路径", "", "");
		}
		GUILayout.Label("-------------------字体替换:");
		GUILayout.BeginHorizontal();
		GUILayout.Label("GUID:");
		fontGuid = GUILayout.TextField(fontGuid);
		GUILayout.EndHorizontal();
		changeFont = (Font)EditorGUILayout.ObjectField("替换font", changeFont, typeof(Font), true);
		if (GUILayout.Button("一键替换字体"))
		{
			int guid = int.Parse(fontGuid);
			FindAllPrefab();
			Debug.LogError(list.Count);
			foreach(var item in list)
			{
				ChangeMissingFont(item, changeFont, guid);
				EditorUtility.SetDirty(item);
				AssetDatabase.SaveAssets();
			}
			AssetDatabase.Refresh();
		}

		GUILayout.Label("----------------图片替换:");
		GUILayout.BeginHorizontal();
		GUILayout.Label("GUID:");
		spriteGuid = GUILayout.TextField(spriteGuid);
		GUILayout.EndHorizontal();
		changeSprite = (Sprite)EditorGUILayout.ObjectField("替换sprite", changeSprite, typeof(Sprite), true);
	
		if (GUILayout.Button("一键替换图片"))
		{
			FindAllPrefab();
			foreach (var item in list)
			{
				int guid = int.Parse(spriteGuid);
				ChangeMissingImage(item, changeSprite,guid);
				EditorUtility.SetDirty(item);
				AssetDatabase.SaveAssets();
			}
			AssetDatabase.Refresh();
		}

	}

	void FindAllPrefab()
	{
		string projectPath = System.Environment.CurrentDirectory; //项目地址
		list = new List<GameObject>();
		string filePath = newSpriteRoot.Replace(projectPath.Replace("\\","/") +"/", "");
		//Debug.Log(filePath + "\\");
		string[] guids = AssetDatabase.FindAssets("t:Prefab", new string[]{ filePath });
		foreach(var guid in guids)
		{
			var path = AssetDatabase.GUIDToAssetPath(guid);
			var obj = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;
			list.Add(obj);
		}
	}



	void CheckMissing(GameObject go)
	{

		var components = go.GetComponentsInChildren<Component>(true);
		foreach (var component in components)
		{
			if (component == null)
			{
				Debug.Log("component missing ");
				continue;
			}

			SerializedObject so = new SerializedObject(component);

			var sp = so.GetIterator();
			while (sp.Next(true))
			{
				if (sp.propertyType == SerializedPropertyType.ObjectReference)
				{
					if (sp.objectReferenceValue == null
							&& sp.objectReferenceInstanceIDValue != 0)
					{

						Debug.Log("set missing reference to none: " +
								component.gameObject + "." + component.name + " GUID=" + "<color=yellow>"+sp.objectReferenceInstanceIDValue+ "</color>");
					}
				}
			}
		}
	}


	void ChangeMissingFont(GameObject go, Font font, int guid)
	{

		var components = go.GetComponentsInChildren<Text>(true);
		foreach (var component in components)
		{
			if (component == null)
			{
				Debug.Log("component missing ");
				continue;
			}

			SerializedObject so = new SerializedObject(component);

			var sp = so.GetIterator();
			while (sp.Next(true))
			{
				if (sp.propertyType == SerializedPropertyType.ObjectReference)
				{
					if (sp.objectReferenceValue == null
							&& sp.objectReferenceInstanceIDValue == guid )
					{
						component.font = font;
						
						Debug.Log("change font " + go.name +":" +
								component.gameObject + "." + component.name + " font=" + font.name);
					}
				}
			}
		}
	}



	void ChangeMissingImage(GameObject go, Sprite sprite, int guid)
	{

		var components = go.GetComponentsInChildren<Image>(true);
		foreach (var component in components)
		{
			if (component == null)
			{
				Debug.Log("component missing ");
				continue;
			}

			SerializedObject so = new SerializedObject(component);

			var sp = so.GetIterator();
			while (sp.Next(true))
			{
				if (sp.propertyType == SerializedPropertyType.ObjectReference)
				{
					if (sp.objectReferenceValue == null
							&& sp.objectReferenceInstanceIDValue == guid)
					{
						component.sprite = sprite;

						Debug.Log("change font " + go.name + ":" +
								component.gameObject + "." + component.name + " sprite=" + sprite.name);
					}
				}
			}
		}
	}

}



两个关键代码:

①.寻找有资源丢失的组件:

	void CheckMissing(GameObject go)
	{

		var components = go.GetComponentsInChildren<Component>(true);
		foreach (var component in components)
		{
			if (component == null)
			{
				Debug.Log("component missing ");
				continue;
			}

			SerializedObject so = new SerializedObject(component);

			var sp = so.GetIterator();
			while (sp.Next(true))
			{
				if (sp.propertyType == SerializedPropertyType.ObjectReference)
				{
					if (sp.objectReferenceValue == null
							&& sp.objectReferenceInstanceIDValue != 0)
					{

						Debug.Log("set missing reference to none: " +
								component.gameObject + "." + component.name + " GUID=" + "<color=yellow>"+sp.objectReferenceInstanceIDValue+ "</color>");
					}
				}
			}
		}
	}

②.寻找目录下的所有预制体

	void FindAllPrefab()
	{
		string projectPath = System.Environment.CurrentDirectory; //项目地址
		list = new List<GameObject>();
		string filePath = newSpriteRoot.Replace(projectPath.Replace("\\","/") +"/", "");
		//Debug.Log(filePath + "\\");
		string[] guids = AssetDatabase.FindAssets("t:Prefab", new string[]{ filePath });
		foreach(var guid in guids)
		{
			var path = AssetDatabase.GUIDToAssetPath(guid);
			var obj = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;
			list.Add(obj);
		}
	}

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