Beispiel #1
0
        public static void ScanAllSprite()
        {
            // 1.找到所有的UI图片的meta文件
            // 2.读取meta文件中的Guid值  key=guid value=path
            Dictionary <string, ESpriteCnf> png_guid_map = ESpriteHelper.GetAllSpriteInfo();

            // 3.分析prefab中的guid是否被引用
            int ui_prefab_length = SpriteUnUseConst.ui_prefab_root_dirs.Length;

            for (int ui_prefab_index = 0; ui_prefab_index < ui_prefab_length; ui_prefab_index++)
            {
                // 读取所有的prefab
                string[] prefabs_path = Directory.GetFiles(SpriteUnUseConst.ui_prefab_root_dirs[ui_prefab_index], "*.prefab", SearchOption.AllDirectories);
                int      length       = prefabs_path.Length;
                for (int i = 0; i < length; i++)
                {
                    string path = prefabs_path[i];
                    EditorUtility.DisplayProgressBar("获取引用关系", path, (float)i / length);

                    // 读取指定位置的prefab的Guid值
                    List <string> guid_list = EGuidHelper.GetGuidsByFile(path);

                    FileCompare(png_guid_map, guid_list);
                }
            }

            EditorUtility.ClearProgressBar();

            // 没有被引用的guid写入到txt中
            WriteUnUseFiles(png_guid_map);
        }
Beispiel #2
0
        // 检索指定UI中的所有Image所用的图集
        public static void QueryTexture()
        {
            // 原理:找到Prefab上的所有的guid值和所有的纹理和图集做比较
            // 通过Sprite的guid来查询Sprite的详细信息

            // 1.其中的Guid和Packing Tag <Key=Guid,Value=PackingTag>
            Dictionary <string, ESpriteCnf> all_sprite_guids = ESpriteHelper.GetAllSpriteInfo();

            // 2.查找Prefab的实际保存的路径
            string path = EPrefabHelper.FindPrefabPath(Selection.activeGameObject);

            // 3.读取指定位置的prefab的Guid值集合
            List <string> guid_list = EGuidHelper.GetGuidsByFile(path);

            // 4.统计用到的纹理tag
            List <string> sprite_packing_tags = new List <string>();
            // 5.统计使用到的空的tag
            List <ESpriteCnf> empty_list = new List <ESpriteCnf>();
            int length = guid_list.Count;

            for (int i = 0; i < length; i++)
            {
                if (!all_sprite_guids.ContainsKey(guid_list[i]))
                {
                    continue;
                }

                ESpriteCnf info = all_sprite_guids[guid_list[i]];
                if (string.IsNullOrEmpty(info.packingtag))
                {
                    empty_list.Add(info);
                    continue;
                }

                if (sprite_packing_tags.Contains(info.packingtag))
                {
                    continue;
                }
                sprite_packing_tags.Add(info.packingtag);
            }

            Debug.Log("使用到的Sprite Packing Tag Count:" + sprite_packing_tags.Count);
            for (int i = 0; i < sprite_packing_tags.Count; i++)
            {
                Debug.Log(sprite_packing_tags[i]);
            }

            Debug.Log("没有使用Sprite Packing Tag 或者是Texture 的");
            for (int i = 0; i < empty_list.Count; i++)
            {
                Debug.Log("Path:" + empty_list[i].path);
            }
            // 输出相关信息
        }
Beispiel #3
0
        public void SetPath(string full_path)
        {
            // //Regex packingtag_reg = new Regex(@"  spritePackingTag: ([a-f0-9]{32})");
            path = full_path.Substring(0, full_path.Length - 5);
            string meta_text = File.ReadAllText(full_path);

            packingtag = ESpriteHelper.FindSpritePackingTag(meta_text);

            Regex guid_reg = new Regex(@"guid: ([a-f0-9]{32})");
            Match matcher  = guid_reg.Match(meta_text);

            guid = matcher.Groups[1].Value;
        }