找来找去发现是由于UILabel 引用了Library/unity editor resources中的字体引发的。
所以我写了个脚本,来check所有UILabel的字体名称, 并显示错误引用字体的Prefab
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using System.IO;
public class PrefabCheck : MonoBehaviour {
// 在菜单来创建 选项 , 点击该选项执行搜索代码
[MenuItem("Tools/Check Font")]
static void CheckSceneSetting() {
List<string> dirs = new List<string>();
GetDirs(Application.dataPath, ref dirs);
}
//参数1 为要查找的总路径, 参数2 保存路径
private static void GetDirs(string dirPath, ref List<string> dirs)
{
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")
{
dirs.Add(path.Substring(path.IndexOf("Assets")));
GameObject obj = (GameObject)AssetDatabase.LoadAssetAtPath (path.Substring(path.IndexOf("Assets")), typeof(GameObject));
if(obj != null){
GameObject instance = Instantiate(obj);
UILabel[] labels = instance.GetComponentsInChildren<UILabel>();
foreach(UILabel label in labels){
if(label.trueTypeFont != null && label.trueTypeFont.name.Contains("Lucida")){
Debug.Log(label.trueTypeFont.name);
Debug.Log(path.Substring(path.IndexOf("Assets")));
}
if(label.bitmapFont != null && label.bitmapFont.name.Contains("Lucida")){
Debug.Log(label.bitmapFont.name);
Debug.Log(path.Substring(path.IndexOf("Assets")));
}
}
DestroyImmediate(instance);
} else {
Debug.LogError(path.Substring(path.IndexOf("Assets")));
}
}
}
if (Directory.GetDirectories(dirPath).Length > 0) //遍历所有文件夹
{
foreach (string path in Directory.GetDirectories(dirPath))
{
GetDirs(path, ref dirs);
}
}
}
}