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效果预览
工具预览
异常处理
修改场景物体
修改assets文件夹物
<hr/>使用方法
填写Name Style, Start Number, 选中物体后, 点击Rename按钮
<hr/>框架: 得到一个窗口
#if UNITY_EDITOR
using System.IO;
using UnityEditor;
using UnityEngine;
namespace CustomEditorWindow
{
public class RenameTool : EditorWindow
{
#region get window
[MenuItem(&#34;CustomEditorWindow/Rename Tool&#34;)]
private static void OpenWindow()
{
GetWindow<RenameTool>(&#34;Rename Tool&#34;).Show();
}
#endregion
#region render the window
private void OnGUI()
{
}
#endregion
}
}
#endif
<hr/>关键: 改名函数
GetAssetPath: AssetDatabase-GetAssetPath - Unity 脚本 API
GetExtension: Path-GetExtension(string) - Unity 脚本 API
RenameAsset: AssetDatabase-RenameAsset - Unity 脚本 API
#region Rename Function
private void Rename(string t_name, int t_index)
{
string name = t_name.Trim();//去除头尾空白字符串
int index = t_index;
if ((name + index) != string.Empty)//若名字不为空
{
bool isAssetsObject = false;//flag, 是否是assets文件夹的资源
foreach (Object o in Selection.objects)
{
string path_g = AssetDatabase.GetAssetPath(o);//获得选中物的路径
//查看路径后缀
if (Path.GetExtension(path_g) != &#34;&#34;)//若后缀不为空, 则为assets文件夹物体
{
if (name.Length >=2 && name.Substring(0, 2) == &#34;m_&#34;)// m_ 开头会被吞
{
//用 M_ 修正
string temp_name = name.Remove(0, 1);
name = temp_name.Insert(0, &#34;M&#34;);
}
AssetDatabase.RenameAsset(path_g, name + index);//改名API
if (!isAssetsObject)
{
isAssetsObject = true;//修改flag
}
}
else//后缀为空, 是场景物体
{
o.name = name + index;
}
index++;
}
if (isAssetsObject)//若是assets文件夹资源, 则刷新assets
{
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
}
#endregion<hr/>包装
在OnGUI里, 用GUILayout布局一下
这一块包装的代码就没什么技术含量了, 在手册里了解一下API即可
#region render the window
private void OnGUI()
{
scrollPos = GUILayout.BeginScrollView(scrollPos);
{
#region tool title
charSize = GUI.skin.label.fontSize;
GUI.color = Color.yellow;
GUILayout.Space(10);
GUI.skin.label.fontSize = 24;
GUI.skin.label.alignment = TextAnchor.MiddleCenter;
GUILayout.Label(&#34;Rename Tool v1.0.0&#34;);
GUI.skin.label.fontSize = charSize;
GUI.skin.label.alignment = TextAnchor.MiddleLeft;
GUI.color = Color.white;
GUILayout.Space(20);
#endregion
GUILayout.BeginVertical();
{
#region text input
GUILayout.BeginHorizontal();
{
GUILayout.Label(&#34;Name Style: &#34;);
GUILayout.FlexibleSpace();
targetName = GUILayout.TextField(targetName, GUILayout.Width(140));
}
GUILayout.EndHorizontal();
GUILayout.Space(10);
GUILayout.BeginHorizontal();
{
GUILayout.Label(&#34;Start Number: &#34;);
GUILayout.FlexibleSpace();
startNum_str = GUILayout.TextField(startNum_str, GUILayout.Width(60));
try
{
startNum_int = int.Parse(startNum_str);
}
catch
{
}
}
GUILayout.EndHorizontal();
#endregion
#region button
GUILayout.Space(30);
bool hasObject = (Selection.objects.Length > 0);
GUI.enabled = hasObject;
GUILayout.FlexibleSpace();
if (!hasObject)
{
GUI.color = Color.red;
GUILayout.Button(&#34;No Selected Objects!&#34;);
GUI.color = Color.white;
}
else
{
if (GUILayout.Button(&#34;Rename&#34;))
{
Rename(targetName, startNum_int);
}
}
GUILayout.Space(20);
#endregion
}
GUILayout.EndVertical();
}
GUILayout.EndScrollView();
}
#endregion<hr/>完整代码
github: Unity-Tool/RenameTool at main · VAherggoooooo/Unity-Tool (github.com)
#if UNITY_EDITOR
using System.IO;
using UnityEditor;
using UnityEngine;
namespace CustomEditorWindow
{
public class RenameTool : EditorWindow
{
#region members
private Vector2 scrollPos;
private int charSize;
private string targetName = string.Empty;
private string startNum_str = &#34;0&#34;;
private int startNum_int = 0;
#endregion
#region get window
[MenuItem(&#34;CustomEditorWindow/Rename Tool&#34;)]
private static void OpenWindow()
{
GetWindow<RenameTool>(&#34;Rename Tool&#34;).Show();
}
#endregion
#region render the window
private void OnGUI()
{
scrollPos = GUILayout.BeginScrollView(scrollPos);
{
#region tool title
charSize = GUI.skin.label.fontSize;
GUI.color = Color.yellow;
GUILayout.Space(10);
GUI.skin.label.fontSize = 24;
GUI.skin.label.alignment = TextAnchor.MiddleCenter;
GUILayout.Label(&#34;Rename Tool v1.0.0&#34;);
GUI.skin.label.fontSize = charSize;
GUI.skin.label.alignment = TextAnchor.MiddleLeft;
GUI.color = Color.white;
GUILayout.Space(20);
#endregion
GUILayout.BeginVertical();
{
#region text input
GUILayout.BeginHorizontal();
{
GUILayout.Label(&#34;Name Style: &#34;);
GUILayout.FlexibleSpace();
targetName = GUILayout.TextField(targetName, GUILayout.Width(140));
}
GUILayout.EndHorizontal();
GUILayout.Space(10);
GUILayout.BeginHorizontal();
{
GUILayout.Label(&#34;Start Number: &#34;);
GUILayout.FlexibleSpace();
startNum_str = GUILayout.TextField(startNum_str, GUILayout.Width(60));
try
{
startNum_int = int.Parse(startNum_str);
}
catch
{
}
}
GUILayout.EndHorizontal();
#endregion
#region button
GUILayout.Space(30);
bool hasObject = (Selection.objects.Length > 0);
GUI.enabled = hasObject;
GUILayout.FlexibleSpace();
if (!hasObject)
{
GUI.color = Color.red;
GUILayout.Button(&#34;No Selected Objects!&#34;);
GUI.color = Color.white;
}
else
{
if (GUILayout.Button(&#34;Rename&#34;))
{
Rename(targetName, startNum_int);
}
}
GUILayout.Space(20);
#endregion
}
GUILayout.EndVertical();
}
GUILayout.EndScrollView();
}
#endregion
#region Rename Function
private void Rename(string t_name, int t_index)
{
string name = t_name.Trim();//去除头尾空白字符串
int index = t_index;
if ((name + index) != string.Empty)//若名字不为空
{
bool isAssetsObject = false;//flag, 是否是assets文件夹的资源
foreach (Object o in Selection.objects)
{
string path_g = AssetDatabase.GetAssetPath(o);//获得选中物的路径
//查看路径后缀
if (Path.GetExtension(path_g) != &#34;&#34;)//若后缀不为空, 则为assets文件夹物体
{
if (name.Length >=2 && name.Substring(0, 2) == &#34;m_&#34;)// m_ 开头会被吞
{
//用 M_ 修正
string temp_name = name.Remove(0, 1);
name = temp_name.Insert(0, &#34;M&#34;);
}
AssetDatabase.RenameAsset(path_g, name + index);//改名API
if (!isAssetsObject)
{
isAssetsObject = true;//修改flag
}
}
else//后缀为空, 是场景物体
{
o.name = name + index;
}
index++;
}
if (isAssetsObject)//若是assets文件夹资源, 则刷新assets
{
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
}
#endregion
}
}
#endif |
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