Beispiel #1
0
    public ResCheckResult Check(ResCheckerCallBack callbacker)
    {
        List <string> errMsg = new List <string>();

        //检查模型文件
        var models = GetCharaterModel(CatalogueConfig.CharactersDir);

        callbacker.BeginCheck(this.Name(), models.Count);

        for (int i = 0; i < models.Count; i++)
        {
            var model  = models[i];
            var prefab = AssetDatabase.LoadAssetAtPath(model, typeof(GameObject)) as GameObject;
            if (prefab != null)
            {
                var go = GameObject.Instantiate(prefab) as GameObject;
                go.name = prefab.name;
                bool hasBones = HasBones(go.transform, ref errMsg);

                CheckCharatersName(go.name, ref errMsg);

                CheckRootBoneName(go.transform, ref errMsg);

                CheckCharatersMesh(go.transform, ref errMsg);

                CheckModelMaterial(go.transform, ref errMsg);

                GameObject.DestroyImmediate(go);
                callbacker.OnCheckProgress(string.Format("Checking{0}", model), i, models.Count);
            }
        }
        callbacker.OnCheckEnd();

        //检查动画文件
        var anims = GetCharacterAnim(CatalogueConfig.CharactersDir);

        callbacker.BeginCheck(this.Name(), anims.Count);

        for (int i = 0; i < anims.Count; i++)
        {
            var anim   = anims[i];
            var prefab = AssetDatabase.LoadAssetAtPath(anim, typeof(GameObject)) as GameObject;
            if (prefab != null)
            {
                var go = GameObject.Instantiate(prefab) as GameObject;
                go.name = prefab.name;

                CheckAnimMesh(go.transform, ref errMsg);

                GameObject.DestroyImmediate(go);
                callbacker.OnCheckProgress(string.Format("Checking{0}", anim), i, anims.Count);
            }
        }
        callbacker.OnCheckEnd();

        return(new ResCheckResult(Name(), errMsg));
    }
Beispiel #2
0
    public ResCheckResult Check(ResCheckerCallBack callbacker)
    {
        callbacker.BeginCheck(this.Name(), 1);
        var error = new List <string>();

        GetFileFromDir("*.tga", "tga", ref error);
        GetFileFromDir("*.png", "png", ref error);
        GetFileFromDir("*.jpg", "jpg", ref error);
        GetFileFromDir("*.gif", "gif", ref error);
        GetFileFromDir("*.mat", "mat", ref error);
        GetFileFromDir("*.shader", "shader", ref error);

        callbacker.OnCheckEnd();
        return(new ResCheckResult(Name(), error));
    }
Beispiel #3
0
    public ResCheckResult Check(ResCheckerCallBack callbacker)
    {
        List <string> errorMsg = new List <string>();

        var prefabs = Directory.GetFiles("Assets/Bundles/Player/", "*.prefab", SearchOption.AllDirectories).ToList <string>();

        callbacker.BeginCheck(this.Name(), prefabs.Count);

        for (int i = 0; i < prefabs.Count; i++)
        {
            var p      = prefabs[i];
            var prefab = AssetDatabase.LoadAssetAtPath(p, typeof(GameObject)) as GameObject;
            if (prefab != null)
            {
                CheckCharatersGenericPoolLogic(prefab.transform, ref errorMsg);

                callbacker.OnCheckProgress(string.Format("Checking{0}", prefab), i, prefabs.Count);
            }
        }

        callbacker.OnCheckEnd();
        return(new ResCheckResult(Name(), errorMsg));
    }
Beispiel #4
0
    public ResCheckResult Check(ResCheckerCallBack callbacker)
    {
        var prefabs = GetAllPrefab(CatalogueConfig.UIPrefabPath);

        callbacker.BeginCheck(this.Name(), prefabs.Count);

        var error = new List <string>();

        for (int i = 0; i < prefabs.Count; i++)
        {
            var prefab   = prefabs[i];
            var goPrefab = AssetDatabase.LoadAssetAtPath(prefab, typeof(GameObject)) as GameObject;
            if (goPrefab != null)
            {
                CheckPrefabAtlasTextureDepth(goPrefab, ref error);

                //GameObject.DestroyImmediate(goPrefab);
                callbacker.OnCheckProgress(string.Format("Checking{0}", prefab), i, prefabs.Count);
            }
        }

        callbacker.OnCheckEnd();
        return(new ResCheckResult(Name(), error));
    }
Beispiel #5
0
    public ResCheckResult Check(ResCheckerCallBack callbacker)
    {
        var prefabs = GetAllPrefab(s_PrefabDir);

        callbacker.BeginCheck(this.Name(), prefabs.Count);

        var error = new List <string>();

        for (int i = 0; i < prefabs.Count; i++)
        {
            var prefab   = prefabs[i];
            var goPrefab = AssetDatabase.LoadAssetAtPath(prefab, typeof(GameObject)) as GameObject;
            if (goPrefab != null)
            {
                var skinnedMeshs = goPrefab.GetComponentsInChildren <SkinnedMeshRenderer>();
                foreach (var skinnedmesh in skinnedMeshs)
                {
                    foreach (var mat in skinnedmesh.sharedMaterials)
                    {
                        if (mat == null)
                        {
                            error.Add(string.Format("prefab名字:{0}有材质丢失在:{1}节点", goPrefab.name, skinnedmesh.gameObject.name));
                        }
                    }
                }

                var meshRenderers = goPrefab.GetComponentsInChildren <MeshRenderer>();
                foreach (var meshRenderer in meshRenderers)
                {
                    if (meshRenderer == null)
                    {
                        error.Add(string.Format("prefab名字:{0}有mesh丢失在", goPrefab.name));
                        continue;
                    }
                    foreach (var mat in meshRenderer.sharedMaterials)
                    {
                        if (mat == null)
                        {
                            error.Add(string.Format("prefab名字:{0}有材质丢失在:{1}节点", goPrefab.name, meshRenderer.gameObject.name));
                        }
                    }
                }

                var particleSystems = goPrefab.GetComponentsInChildren <Renderer>();
                foreach (var particleSystem in particleSystems)
                {
                    if (particleSystem == null)
                    {
                        error.Add(string.Format("粒子名字:{0}有Renderer丢失在", goPrefab.name));
                        continue;
                    }
                    if (!particleSystem.enabled)
                    {
                        continue;
                    }

                    int missNum = 0;
                    foreach (var mat in particleSystem.sharedMaterials)
                    {
                        if (mat != null)
                        {
                            continue;
                        }
                        if (mat == null)
                        {
                            missNum++;
                        }
                    }
                    if (missNum >= particleSystem.sharedMaterials.Length)
                    {
                        error.Add(string.Format("粒子名字:{0}有材质丢失在:{1}节点", goPrefab.name, particleSystem.gameObject.name));
                    }
                }

                //GameObject.DestroyImmediate(goPrefab);
                callbacker.OnCheckProgress(string.Format("Checking{0}", prefab), i, prefabs.Count);
            }
        }

        callbacker.OnCheckEnd();


        var fbxs = GetAllFbx(s_PrefabDir);

        callbacker.BeginCheck(this.Name(), fbxs.Count);

        for (int i = 0; i < fbxs.Count; i++)
        {
            var fbx      = fbxs[i];
            var goPrefab = AssetDatabase.LoadAssetAtPath(fbx, typeof(GameObject)) as GameObject;
            if (goPrefab != null)
            {
                var skinnedMeshs = goPrefab.GetComponentsInChildren <SkinnedMeshRenderer>();
                foreach (var skinnedmesh in skinnedMeshs)
                {
                    foreach (var mat in skinnedmesh.sharedMaterials)
                    {
                        if (mat == null)
                        {
                            error.Add(string.Format("fbx名字:{0}有材质丢失在:{1}节点", goPrefab.name, skinnedmesh.gameObject.name));
                        }
                    }
                }

                var meshRenderers = goPrefab.GetComponentsInChildren <MeshRenderer>();
                foreach (var meshRenderer in meshRenderers)
                {
                    if (meshRenderer == null)
                    {
                        error.Add(string.Format("fbx名字:{0}有mesh丢失在", goPrefab.name));
                        continue;
                    }
                    foreach (var mat in meshRenderer.sharedMaterials)
                    {
                        if (mat == null)
                        {
                            error.Add(string.Format("fbx名字:{0}有材质丢失在:{1}节点", goPrefab.name, meshRenderer.gameObject.name));
                        }
                    }
                }

                var particleSystems = goPrefab.GetComponentsInChildren <Renderer>();
                foreach (var particleSystem in particleSystems)
                {
                    if (particleSystem == null)
                    {
                        error.Add(string.Format("粒子名字:{0}有Renderer丢失在", goPrefab.name));
                        continue;
                    }
                    if (!particleSystem.enabled)
                    {
                        continue;
                    }

                    int missNum = 0;
                    foreach (var mat in particleSystem.sharedMaterials)
                    {
                        if (mat != null)
                        {
                            continue;
                        }
                        if (mat == null)
                        {
                            missNum++;
                        }
                    }
                    if (missNum >= particleSystem.sharedMaterials.Length)
                    {
                        error.Add(string.Format("粒子名字:{0}有材质丢失在:{1}节点", goPrefab.name, particleSystem.gameObject.name));
                    }
                }

                //GameObject.DestroyImmediate(goPrefab);
                callbacker.OnCheckProgress(string.Format("Checking{0}", fbx), i, fbxs.Count);
            }
        }

        callbacker.OnCheckEnd();

        return(new ResCheckResult(Name(), error));
    }
Beispiel #6
0
    public ResCheckResult Check(ResCheckerCallBack callbacker)
    {
        var prefabs = Directory.GetFiles(CatalogueConfig.UIPrefabPath, "*.prefab", SearchOption.AllDirectories).ToList <string>();

        callbacker.BeginCheck(this.Name(), prefabs.Count);
        List <string> wrongs = new List <string>();

        for (int i = 0; i < prefabs.Count; i++)
        {
            var p      = prefabs[i];
            var prefab = AssetDatabase.LoadAssetAtPath(p, typeof(GameObject)) as GameObject;
            if (prefab != null)
            {
                var rigids = prefab.GetComponentsInChildren <Rigidbody>();
                if (rigids != null && rigids.Length > 0)
                {
                    foreach (var rigid in rigids)
                    {
                        wrongs.Add(string.Format("{0}的{1}节点不应该包含Rigidbody组件!", prefab.name, rigid.gameObject.name));
                    }
                }

                var fonts = prefab.GetComponentsInChildren <UILabel>();
                if (fonts != null && fonts.Length > 0)
                {
                    foreach (var font in fonts)
                    {
                        if (font.trueTypeFont == null)
                        {
                            wrongs.Add(string.Format("{0}的{1}节点有字体丢失!", prefab.name, font.gameObject.name));
                        }
                    }
                }

                var components = prefab.GetComponentsInChildren <Component>(true);
                foreach (var c in components)
                {
                    if (c == null)
                    {
                        wrongs.Add(string.Format("prefab名字:{0}有脚本丢失!", prefab.name));
                    }
                }

                //font check

                if (prefab.GetComponent <UIPanel>() == null)
                {
                    continue;
                }
                UILabel[] labels = prefab.transform.GetComponentsInChildren <UILabel>(true);
                foreach (var label in labels)
                {
                    if (label.fontStyle != FontStyle.Normal)
                    {
                        wrongs.Add(string.Format("{0}的{1}节点字体fontStyle错误", prefab.name, label.gameObject.name));
                    }
                    if (label.effectStyle != UILabel.Effect.None && label.effectDistance.x != 2 && label.effectDistance.x != 3)
                    {
                        wrongs.Add(string.Format("{0}的{1}节点字体effectDistance错误", prefab.name, label.gameObject.name));
                    }
                }

                //btn check
                UIButton[] btns = prefab.transform.GetComponentsInChildren <UIButton>(true);
                foreach (var btn in btns)
                {
                    if (btn.hover != Color.white || btn.pressed != Color.white)
                    {
                        wrongs.Add(string.Format("{0}的{1}节点按钮的hover pressed的状态错误", prefab.name, btn.gameObject.name));
                    }
                    if (btn.GetComponent <UIButtonScale>() == null)
                    {
                        wrongs.Add(string.Format("{0}的{1}节点按钮没有UIButtonScale组件", prefab.name, btn.gameObject.name));
                    }
                }

                callbacker.OnCheckProgress(string.Format("Checking{0}", p), i, prefabs.Count);
            }
        }

        callbacker.OnCheckEnd();
        return(new ResCheckResult(Name(), wrongs));
    }