Unity遍历预制体,代码修改参数
作者:互联网
// 在菜单来创建 选项 , 点击该选项执行搜索代码 [MenuItem("Assets/CheckPrefabAnchor修改预制体锚点", false, 10)] static void CheckPrefabAnchor() { int num = 0; GameObject[] gameObjects = Selection.gameObjects; Debug.Log("本次遍历总数量" + gameObjects.Length); foreach (var item in gameObjects) { if (!item.name.StartsWith("UI_"))//过滤条件 { Debug.Log(item.name + "不符合锚点判断条件"); continue; } UIPanel[] uipanels = item.GetComponentsInChildren<UIPanel>(true); foreach (UIPanel uipanel in uipanels) { if (uipanel.isAnchored) { uipanel.bottomAnchor.target = null; uipanel.topAnchor.target = null; uipanel.leftAnchor.target = null; uipanel.rightAnchor.target = null; Debug.Log(item.name + "/" + uipanel.name + "符合锚点祛除条件", item); num += 1; } EditorUtility.SetDirty(uipanel); } } Debug.Log("符合要求数量" + num); AssetDatabase.SaveAssets(); }
标签:遍历,Log,uipanel,Debug,item,Unity,预制,gameObjects,null 来源: https://www.cnblogs.com/guangzhiruijie/p/15825455.html