Unity 批量导入模型

 

1.获取模型的路径和DirectoryInfo信息

   /// <summary>
        /// 获取所有模型文件
        /// </summary>
        public void GetAllModelFile()
        {

            DirectoryInfo dir = new DirectoryInfo(@"F:\C#工具\模型导入\ModelConsole\ModelConsole\Model\");
            DirectoryInfo[] dirs = dir.GetDirectories();
            foreach (DirectoryInfo d in dirs)
            {
                string name = d.Name.Split('_')[1].Split('(')[0].Split('(')[0];//删除多余字符
                dirInfoData.Add(name, d);
            }
        }

2.获取目录中FBX文件

 /// <summary>
        /// 获取模型文件夹FBX
        /// </summary>
        public void GetAllModelFBX(Dictionary<string, DirectoryInfo> dirs)
        {
            foreach (var item in dirs)
            {
                FileInfo[] fileInfos = item.Value.GetFiles();//获取文件
                foreach (var file in fileInfos)
                {
                    string format = file.Name.Split(".")[1];
                    if (format == "FBX" || format == "fbx")
                    {
                        fileInfoData.Add(item.Key, file);
                    }
                }
            }
        }

3.将模型导入指定Unity项目文件夹下

        /// <summary>
        /// 模型导入文件
        /// </summary>
        public void ModelIntoFile(string path)
        {
            if (Directory.Exists(path))
            {
                Console.WriteLine("开始导入FBX文件");
                foreach (var item in fileInfoData)
                {
                    string intoPath = path + "/" + item.Key;
                    if (!Directory.Exists(intoPath))//判断文件夹是否存在
                    {
                        Directory.CreateDirectory(intoPath);

                        item.Value.CopyTo(intoPath + "/" + item.Key + ".FBX", true);

                        Console.WriteLine(intoPath + "导入成功");
                    }
                    else
                    {
                        Console.WriteLine(intoPath + "文件夹已存在");
                    }
                }
            }
            else
            {
                Console.WriteLine(path + "目录不存在");
                ModelIntoFile(path);//如果输入错误一直递归好了
            }
        }

4.导入模型整体代码

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO;

namespace ModelConsole.Controller
{
    /// <summary>
    /// 导入模型
    /// </summary>
    class IntoModel
    {

        public Dictionary<string, DirectoryInfo> dirInfoData = new Dictionary<string, DirectoryInfo>();
        private Dictionary<string, FileInfo> fileInfoData = new Dictionary<string, FileInfo>();

        /// <summary>
        /// 获取所有模型文件
        /// </summary>
        public void GetAllModelFile()
        {

            DirectoryInfo dir = new DirectoryInfo(@"F:\C#工具\模型导入\ModelConsole\ModelConsole\Model\");
            DirectoryInfo[] dirs = dir.GetDirectories();
            foreach (DirectoryInfo d in dirs)
            {
                string name = d.Name.Split('_')[1].Split('(')[0].Split('(')[0];//删除多余字符
                dirInfoData.Add(name, d);
            }
        }

        /// <summary>
        /// 获取模型文件夹FBX
        /// </summary>
        public void GetAllModelFBX(Dictionary<string, DirectoryInfo> dirs)
        {
            foreach (var item in dirs)
            {
                FileInfo[] fileInfos = item.Value.GetFiles();//获取文件
                foreach (var file in fileInfos)
                {
                    string format = file.Name.Split(".")[1];
                    if (format == "FBX" || format == "fbx")
                    {
                        fileInfoData.Add(item.Key, file);
                    }
                }
            }
        }

        /// <summary>
        /// 模型导入文件
        /// </summary>
        public void ModelIntoFile(string path)
        {
            if (Directory.Exists(path))
            {
                Console.WriteLine("开始导入FBX文件");
                foreach (var item in fileInfoData)
                {
                    string intoPath = path + "/" + item.Key;
                    if (!Directory.Exists(intoPath))//判断文件夹是否存在
                    {
                        Directory.CreateDirectory(intoPath);

                        item.Value.CopyTo(intoPath + "/" + item.Key + ".FBX", true);

                        Console.WriteLine(intoPath + "导入成功");
                    }
                    else
                    {
                        Console.WriteLine(intoPath + "文件夹已存在");
                    }
                }
            }
            else
            {
                Console.WriteLine(path + "目录不存在");
                ModelIntoFile(path);//如果输入错误一直递归好了
            }
        }
    }
}

5.Unity设置导入FBX格式

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
public class ModifyMoidel : Editor
{
    [MenuItem("BenBen/修改模型")]
    public static void ModifyMoidelScale()
    {

        DirectoryInfo directoryInfo = new DirectoryInfo(System.Environment.CurrentDirectory + @"/Assets/Models");
        DirectoryInfo[] directoryInfos = directoryInfo.GetDirectories();
        foreach (DirectoryInfo directory in directoryInfos)
        {
            FileInfo[] fileInfos = directory.GetFiles();
            //Debug.LogError("1");
            foreach (FileInfo file in fileInfos)
            {
                //Assets/Models/淡竹叶/淡竹叶.FBX   
                string extension = Path.GetExtension(file.FullName);
                //Debug.LogError(extension);
                if (extension == ".FBX")
                {
                    string fileName = Path.GetFileNameWithoutExtension(file.FullName);
                    string path = "Assets/Models/" + fileName + "/" + file.Name;

                    ModelImporter modelimporter = ModelImporter.GetAtPath(path) as ModelImporter;
                    modelimporter.materialLocation = ModelImporterMaterialLocation.External;
                    AssetDatabase.ImportAsset(path);
                }
            }
        }
        AssetDatabase.Refresh();
    }
}

 

整体代码运行后得出

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