Unity 3D - 编辑器扩展之修改PackingTag

Unity 3D - 编辑器扩展之修改PackingTag :

这里写图片描述

这里写图片描述

C#代码 :

注意 :

代码中屏蔽了 SaveAndReimport 方法 , 如果项目中有自动修改PackingTag的脚本 , 可以使用SaveAndReimport方法重新导入.

链接 :

导入资源自动设置PackingTag链接

using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Linq;

    public class myTools
    {
        [MenuItem("myTools/修改资源的PackingTag")]
        static public void SetResourcePackingTag()
        {
            EditorWindow.GetWindow<SetResourcePackingTag>("修改资源的PackingTag").Show();
        }
    }

    public class SetResourcePackingTag : EditorWindow
    {
        private List<string> textureList = new List<string>();
        Vector2 scrollPos = Vector2.zero;
        private void StartCheck()
        {
            List<string> withoutExtensions = new List<string>() { ".png",".jpg" };
            string[] files = Directory.GetFiles(Application.dataPath + "/GameRes/NewUI", "*.*", SearchOption.AllDirectories)
                .Where(s => withoutExtensions.Contains(Path.GetExtension(s).ToLower())).ToArray();

            foreach (string file in files)
            {
                string strFile = file.Substring(file.IndexOf("Asset")).Replace('\\', '/');
                textureList.Add(strFile);
            }
        }

        void OnGUI()
        {
            EditorGUILayout.BeginHorizontal();
            EditorGUI.BeginChangeCheck();
            if (GUILayout.Button("搜索出所有New UI", GUILayout.Width(200), GUILayout.Height(50)))
            {
                textureList.Clear();
                StartCheck();
            }

            if (GUILayout.Button("修改所有PackingTag", GUILayout.Width(200), GUILayout.Height(50)))
            {
                float count = 0;
                foreach (string t in textureList)
                {
                    count++;
                    EditorUtility.DisplayProgressBar("Processing...", "替换中... ("+count+" / "+textureList.Count+")", count / textureList.Count);
                    TextureImporter ti = AssetImporter.GetAtPath(t) as TextureImporter;

                    //可以重新导入
                    //ti.SaveAndReimport();
                    string dirName = Path.GetDirectoryName(t);
                    string folderStr = Path.GetFileName(dirName);
                    ti.spritePackingTag = folderStr;
                }

                EditorUtility.ClearProgressBar();
            }
            EditorGUI.EndChangeCheck();
            EditorGUILayout.EndHorizontal();

            scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
            foreach (string t in textureList)
            {
                EditorGUILayout.BeginHorizontal();
                string path = t.Substring(t.IndexOf("NewUI"));
                EditorGUILayout.LabelField("文件路径 : "+path,GUILayout.Width(400));

                string dirName = Path.GetDirectoryName(path);
                string folderStr = Path.GetFileName(dirName);

                Texture2D texture = (Texture2D)AssetDatabase.LoadAssetAtPath(t, typeof(Texture2D));
                EditorGUILayout.ObjectField(texture, typeof(Texture2D), false);

                TextureImporter ti = AssetImporter.GetAtPath(t) as TextureImporter;
                EditorGUILayout.LabelField("当前PackingTag类型 :   [" + ti.spritePackingTag + "]");

                EditorGUILayout.Space();
                if (ti.spritePackingTag != folderStr)
                {
                    EditorGUILayout.LabelField("错误 !!!  文件夹名字 : [" + folderStr + "]");
                }
                else
                {
                    EditorGUILayout.LabelField("");
                }

                if (GUILayout.Button("修改PackingTag", GUILayout.Width(150)))
                {
                    //可以重新导入
                    //ti.SaveAndReimport();
                    ti.spritePackingTag = folderStr;
            }

                EditorGUILayout.EndHorizontal();
                EditorGUILayout.Space();
            }
            EditorGUILayout.EndScrollView();
        }
    }

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