写unity工具的时候发现不太友好的地方
比如想获得图集的某些属性 需要手动引入包 否则就没有自动提示 比如SpriteAtlasExtensions这个类
GetPackables方法就是这个类里的
虽然下面这个语法非常方便 但是感觉会有点乱
public static Object[] GetPackables([NotNullAttribute("NullExceptionObject")] this SpriteAtlas spriteAtlas);
事实上只需要注意几个类即可
Selection
AssetDatabase
SpriteAtlasExtensions
Path
基本上都是这里的类
using System.Reflection;
using System;
using System.Globalization;
using System.Net.Mime;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
using System.IO;
using UnityEngine.U2D;
using UnityEditor.U2D;
public static class CheckAtlasReferences
{
[MenuItem("Assets/Check Atlas References", false, 11)]
static void FindreAssetFerencesMenu()
{
if (Selection.assetGUIDs.Length == 0 || Selection.activeGameObject == null)
{
Debug.Log("请先选择prefab,再右键点击此菜单");
return;
}
GameObject gameObject = Selection.activeGameObject;
// Debug.Log(gameObject);
var atlasList = AssetDatabase.FindAssets("t:SpriteAtlas");
// Debug.Log("一共" + atlasList.Length + "个图集");
Dictionary<string, string> path2atlas = new Dictionary<string, string>();
for (var i = 0; i < atlasList.Length; i++)
{
string str = AssetDatabase.GUIDToAssetPath(atlasList[i]);
// Debug.Log("第" + i + "个图集地址是:" + str);
AssetImporter sai = SpriteAtlasImporter.GetAtPath(str);
SpriteAtlas spriteAtlas = AssetDatabase.LoadAssetAtPath<SpriteAtlas>(str);
UnityEngine.Object[] AssetList = spriteAtlas.GetPackables();
for (var k = 0; k < AssetList.Length; k++)
{
string assetPath = AssetDatabase.GetAssetPath(AssetList[k]);
string tempPath = assetPath + "/a.txt";
assetPath = Path.GetDirectoryName(tempPath);
if (path2atlas.ContainsKey(assetPath) == false)
{
// Debug.Log("设置了Dictionary:" + assetPath);
path2atlas.Add(assetPath, str);
// Debug.Log("aaa" + Path.GetDirectoryName(assetPath));
}
else
{
var str1 = path2atlas[assetPath];
Debug.Log("图集" + str + "和图集" + str1 + "都引用了同一个文件夹" + assetPath);
Debug.Log("请检查!!!");
}
}
}
string[] pathList = GetPathsByGameObject(gameObject);
HashSet<string> hashSet1 = new HashSet<string>();
for (var i = 0; i < pathList.Length; i++)
{
string directory = Path.GetDirectoryName(pathList[i]);
hashSet1.Add(directory);
}
Debug.Log(gameObject.name + "使用的图集是");
foreach (var item in hashSet1)
{
if (path2atlas.ContainsKey(item))
{
// Debug.Log(item);
Debug.Log(path2atlas[item]);
}
else
{
// Debug.Log("这个没用图集:" + item);
}
}
}
static string[] GetPathsByPath(string path)
{
GameObject gameObject = AssetDatabase.LoadAssetAtPath<GameObject>(path);
return GetPathsByGameObject(gameObject);
}
static string[] GetPathsByGameObject(GameObject gameObject)
{
Image[] img = gameObject.transform.GetComponentsInChildren<Image>(true);
HashSet<string> hashSet = new HashSet<string>();
for (var i = 0; i < img.Length; i++)
{
Image image = img[i];
if (image.sprite != null)
{
string imgPath = AssetDatabase.GetAssetPath(image.sprite);
hashSet.Add(imgPath);
}
}
foreach (var item in hashSet)
{
string directory = Path.GetDirectoryName(item);//如果只要目录就用这个
}
string[] copyArray = new string[hashSet.Count];
hashSet.CopyTo(copyArray);
return copyArray;
}