废弃图集,应该删除掉.加载出来需要消耗内存,若显示出来还要drawcall的产生.这些开发时要注意产生与消耗

Editor.NGUI的废弃图集的错误引用

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

public class DCEditor : EditorWindow
{
    [MenuItem("Tools/废弃图集的引用")]
    public static void ShowWindowDC()
    {
        EditorWindow.GetWindow<CommonUIWindow>(false);
    }
}

public class CommonUIWindow : EditorWindow
{
    private string mPathStr;
    void OnGUI()
    {
        EditorGUILayout.EndVertical();
        EditorGUILayout.BeginVertical("Box");
        {
            GUILayout.Label("废弃图集CommonUIAtlas的引用,默认路径(Assets/UI/Prefabs)");
            mPathStr = EditorGUILayout.TextField("模块路径:", mPathStr);
            if (GUILayout.Button("查看引用者", GUILayout.Height(27)))
            {
                var tAllPrefabs = GetPrefabs(mPathStr);
                for (int i = 0; i < tAllPrefabs.Count; i++)
                {
                    var tPrefab = tAllPrefabs[i];
                    var tSprites = tPrefab.GetComponentsInChildren<UISprite>(true);

                    List<UISprite> tHasSprites = new List<UISprite>();
                    for (int j = 0; j < tSprites.Length; j++)
                    {
                        var tSprite = tSprites[j];
                        if (tSprite.atlas != null && tSprite.atlas.name.Contains("CommonUIAtlas"))
                        {
                            if (tHasSprites.Contains(tSprite) == false)
                                tHasSprites.Add(tSprite);
                        }
                    }
                    if (tHasSprites.Count > 0)
                        mDicPrefabSprites[tPrefab] = tHasSprites;
                }
            }
        }
        EditorGUILayout.BeginVertical("HelpBox", GUILayout.Height(250));
        {
            mScrollView = EditorGUILayout.BeginScrollView(mScrollView);
            var tRootHieView = GameObject.Find("UI Root/Camera");
            if (mDicPrefabSprites.Count > 0)
            {
                foreach (var item in mDicPrefabSprites)
                {
                    var tPrefab = item.Key;
                    var tSprites = item.Value;
                    for (int i = 0; i < tSprites.Count; i++)
                    {
                        var tSprite = tSprites[i];
                        if (GUILayout.Button(tPrefab.name + " , " + tSprite.gameObject.name, GUILayout.Height(20)))
                        {
                            var tHierarchyGo = GameObject.Find(tPrefab.name);
                            if (tHierarchyGo == null)
                                tHierarchyGo = PrefabUtility.InstantiatePrefab(tPrefab) as GameObject;
                            tHierarchyGo.transform.parent = tRootHieView.transform;
                            tHierarchyGo.transform.localScale = new Vector3(1, 1, 1);

                            EditorGUIUtility.PingObject(tPrefab);
                            var tHierarchySprites = tHierarchyGo.GetComponentsInChildren<UISprite>(true);
                            for (int j = 0; j < tHierarchySprites.Length; j++)
                            {
                                var tHierarch = tHierarchySprites[j];
                                if (tSprite.atlas == tHierarch.atlas &&
                                    tSprite.spriteName == tHierarch.spriteName &&
                                    tSprite.transform.localPosition == tHierarch.transform.localPosition)
                                {
                                    Selection.activeGameObject = tHierarchySprites[j].gameObject;
                                    break;
                                }
                            }
                        }
                    }
                }
            }
            EditorGUILayout.EndScrollView();
        }

        if (mDicPrefabSprites.Count > 0)
        {
            mNewAtlas = EditorGUILayout.TextField("新的图集:", mNewAtlas);
            mNewSprite = EditorGUILayout.TextField("新的碎图:", mNewSprite);
            if (GUILayout.Button("若太多,一口气改成某一张碎图 慎用", GUILayout.Height(27)))
            {
                if (string.IsNullOrEmpty(mNewAtlas) || string.IsNullOrEmpty(mNewSprite))
                {
                    Debug.LogError("图集或碎图为空");
                    return;
                }
                var tNewAtlasGo = FindOneGo("Prefab", mNewAtlas);
                var tAtlas = tNewAtlasGo.GetComponent<UIAtlas>();
                var tPrefabs = new List<GameObject>();
                foreach (var item in mDicPrefabSprites)
                {
                    if (tPrefabs.Contains(item.Key) == false)
                        tPrefabs.Add(item.Key);
                    var tSprites = item.Value;
                    for (int i = 0; i < tSprites.Count; i++)
                    {
                        tSprites[i].atlas = tAtlas;
                        tSprites[i].spriteName = mNewSprite;
                    }
                }
                SaveNewPrefabs(tPrefabs);
                mDicPrefabSprites.Clear();
            }
        }
        EditorGUILayout.EndVertical();
    }
    private Dictionary<GameObject, List<UISprite>> mDicPrefabSprites = new Dictionary<GameObject, List<UISprite>>();
    private Vector2 mScrollView;
    private string mNewAtlas, mNewSprite;

    private List<GameObject> GetPrefabs(string pPath)
    {
        if (string.IsNullOrEmpty(pPath)) pPath = "Assets/UI/Prefabs";
        var guids = AssetDatabase.FindAssets("t:Prefab", new string[] { pPath });
        List<GameObject> tAllPrefab = new List<GameObject>();
        foreach (var item in guids)
        {
            var go = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(item)) as GameObject;
            tAllPrefab.Add(go);
        }
        return tAllPrefab;
    }

    /// <summary> 也就是Inspector面板 的 Apply按钮 </summary>
    private void SaveNewPrefabs(List<GameObject> pWillChanges)
    {
        if (pWillChanges == null || pWillChanges.Count == 0) return;
        for (int i = 0; i < pWillChanges.Count; i++)
        {
            var tPrefab = pWillChanges[i];
            var tOldHierarchyPrefab = PrefabUtility.InstantiatePrefab(tPrefab) as GameObject;
            var tPath = AssetDatabase.GetAssetPath(tPrefab);
            var tNewEmpty = PrefabUtility.CreateEmptyPrefab(tPath);
            PrefabUtility.ReplacePrefab(tOldHierarchyPrefab, tNewEmpty, ReplacePrefabOptions.ConnectToPrefab);
            GameObject.DestroyImmediate(tOldHierarchyPrefab);
        }
    }

    /// <summary>得到prefab           pFilter:Pefab或Script                pGoStr:prefabName </summary>
    private GameObject FindOneGo(string pFilter, string pGoStr)
    {
        var tGuids = AssetDatabase.FindAssets("t:" + pFilter + " " + pGoStr, new string[] { "Assets/UI" });
        GameObject tGo = null;
        foreach (var guid in tGuids)
        {
            tGo = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(guid)) as GameObject;
        }
        return tGo;
    }
}

 

相关文章: