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Unity资源命名管理工具(硬规范)

作者:互联网

//==========================
// - FileName:      TextTrueSetting.cs         
// - Created:       true.	
// - CreateTime:    2020/11/11 19:44:02	
// - Email:         1670328571@qq.com		
// - Region:        China WUHAN	
// - Description:   当前资源导入前
//==========================
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;

public class TextTrueSetting : AssetPostprocessor
{
    private static FolderData playerData = null;

    private void OnPreprocessTexture()
    {
        SetTexturePara();
        NamingConventions();
    }

    private void NamingConventions()
    {
        PlayerNaming();
    }

    private void PlayerNaming()
    {
        //需要规范的文件名
        if(assetPath.Contains(ConstPath.Res_Pictures_BattleUI))
        {
            string name = Path.GetFileNameWithoutExtension(Path.GetFileName(assetPath));

            string rule = "^[0-9]+_[0-9]+$";

            Match result = Regex.Match(name, rule);

            if(result.Value == "")
            {
                if(playerData == null)
                {
                    playerData = new FolderData
                    {
                        FolderPath = ConstPath.Res_Pictures_BattleUI,
                        NameTip = "0_0"
                    };
                }
                Debug.LogError("当前导入资源名称错误,名称为:" + name);
                NameMgrWindowData.Add(playerData, assetPath);
                NameMgrWindow.ShowWindow();
            }
        }
    }

    private void SetTexturePara()
    {
        TextureImporter importer = (TextureImporter)assetImporter;
        //所有导入图片设置为当前类型
        importer.textureType = TextureImporterType.Sprite;
        importer.mipmapEnabled = false;
    }
}
//==========================
// - FileName:      NameMgrWindow.cs         
// - Created:       true.	
// - CreateTime:    2021/02/18 23:59:06	
// - Email:         1670328571@qq.com		
// - Region:        China WUHAN	
// - Description:   弹窗
//==========================
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;

public class NameMgrWindow : EditorWindow
{
    //缓存
    private Dictionary<string, string> namesDict = new Dictionary<string, string>();
    //显示界面
    public static void ShowWindow()
    {
        EditorWindow.GetWindow<NameMgrWindow>();
    }

    private void OnGUI()
    {
        //文字自动对齐
        GUILayout.Label("资源名称管理器");
        //更新数据
        NameMgrWindowData.UpdateData();
        
        
        foreach (KeyValuePair<FolderData,List<string>> pair in NameMgrWindowData.spriteDict)
        {
            //标题-横向
            GUILayout.BeginHorizontal();
            GUILayout.Label("路径:",GUILayout.MaxWidth(50));
            GUILayout.Label(pair.Key.FolderPath, GUILayout.MaxWidth(150));
            GUILayout.Label("命名例子:", GUILayout.MaxWidth(50));
            GUILayout.Label(pair.Key.NameTip, GUILayout.MaxWidth(150));
            GUILayout.EndHorizontal();


            GUILayout.BeginHorizontal();
            foreach (string path in pair.Value)
            {
                //一组数据排列
                GUILayout.BeginVertical();
                Texture2D texture2D = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
                //显示所有有问题的图片
                GUILayout.Box(texture2D, GUILayout.Height(100), GUILayout.Width(100));
                string name = Path.GetFileNameWithoutExtension(path);
                if(!namesDict.ContainsKey(name))
                {
                    namesDict[name] = name;
                }
                //横向对象
                GUILayout.BeginHorizontal();
                //文本输入框
                namesDict[name] = GUILayout.TextArea(namesDict[name], GUILayout.Width(80));
                if (GUILayout.Button("确认", GUILayout.Width(50)))
                {
                    if (name != namesDict[name])
                    {
                        //修改文件名称
                        ChangFileName(name, namesDict[name], path);
                        namesDict.Remove(name);
                    }
                    //刷新数据
                    AssetDatabase.Refresh();
                }
                GUILayout.EndHorizontal();
                
                GUILayout.EndVertical();
            }
            GUILayout.BeginHorizontal();
        }
    }

    private void ChangFileName(string sourceName,string destName,string path)
    {
        string destPath = path.Replace(sourceName, destName);
        if(File.Exists(destPath))
        {
            Debug.LogError("当前文件名称已存在");
        }
        else
        {
            File.Move(path, destPath);
        }
    }
}

public class NameMgrWindowData
{
    public static Dictionary<FolderData, List<string>> spriteDict = new Dictionary<FolderData, List<string>>();

    public static void Add(FolderData key,string value)
    {
        if (!spriteDict.ContainsKey(key))
        {
            spriteDict[key] = new List<string>();
        }
        spriteDict[key].Add(value);
    }

    public static void UpdateData()
    {
        foreach (KeyValuePair<FolderData,List<string>> pari in spriteDict)
        {
            int count = pari.Value.Count;
            for (int i = 0; i < count; i++)
            {
                //如果不存在
                if (!File.Exists(pari.Value[i]))
                {
                    pari.Value.Remove(pari.Value[i]);
                    //考虑到如下问题
                    //0 1 2 3
                    //1 2 3 
                    i--;
                }
            }
        }
    }

}

public class FolderData
{
    //当前文件夹路径
    public string FolderPath;
    //当前所在的名称格式、提示信息
    public string NameTip;
}

标签:string,void,GUILayout,管理工具,Unity,命名,using,public,name
来源: https://blog.csdn.net/zhanxxiao/article/details/113874131