unity导出的文件中经常会出现带有空格的节点或者文件夹
而这些空格在本地开发测试过程中不会出现,当这些带有空格路径的文件需要放到网络上时,就出现问题了
所以这里写了一个简单的查找并清理空格的插件,
代码如下:
using System.Data.SqlTypes;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
public class FindSpaceAndClear
{
[MenuItem("GameObject/查找空格并替换", false, 11)]
public static void FindSpaceInGameObject()
{
GameObject obj = Selection.activeObject as GameObject;
Debug.Log(obj.name);
Transform[] transforms = obj.transform.GetComponentsInChildren<Transform>(true);
for (int i = 0; i < transforms.Length; i++)
{
string objname = transforms[i].gameObject.name;
if (objname.Contains(" "))
{
Debug.Log(objname);
string reobjname = objname.Replace(" ", "_");
transforms[i].gameObject.name = reobjname;
}
}
}
[MenuItem("Assets/查找空格并替换", false, 11)]
public static void FindSpaceInAssets()
{
Object[] m_objects = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);//选择的所以对象
int Count=0;
for (int i = 0; i < m_objects.Length; i++)
{
string path = AssetDatabase.GetAssetPath(m_objects[i]);
string oldname = m_objects[i].name;
if (oldname.Contains(" "))
{
Count++;
string newname = oldname.Replace(" ", "_");
AssetDatabase.RenameAsset(path, newname);
Debug.Log("重命名文件:"+oldname+" 重命名文件个数:"+Count);
}
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("重命名文件总个数为:"+Count);
}
}
演示预览: