static void TryCheckEffect(string str, GameObject go) { try { var effectError = CheckEffectTool.DoCheckEffect(go); if (!string.IsNullOrEmpty(effectError)) { Debug.LogError(string.Format("<color=red>[特效脚本]</color>{0} \n{1}", str, effectError), go); } } catch (System.Exception ex) { Debug.LogError(ex); } }
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { #if UsingSyscAB CheckAllAssets(importedAssets, deletedAssets, movedAssets, movedFromAssetPaths); #endif var titleByte = System.Convert.FromBase64String(_title); var title = System.Text.Encoding.UTF8.GetString(titleByte); int current = 1; int total = importedAssets.Length; //bool anyFuckingError = false; CheckTool.GetWhiteList(); //待Fgui 特效部分确认后修改检查方式 //CheckEffectTool.GetData() foreach (string str in importedAssets) { if (str.ToLower().Contains(".fbx")) { continue; } if (str.Contains("Assets/StreamingAssets")) { continue; } EditorUtility.DisplayProgressBar(title, str, (float)current / total); var obj = AssetDatabase.LoadAssetAtPath <Object>(str); try { CheckTool.CheckAssetsSize(obj); } catch (System.Exception ex) { Debug.LogWarning(string.Format("{0} \n {1}", obj.name, ex)); } if (obj is GameObject) { if (obj == null) { Debug.LogError("Loading Asset Failed!!!!!!! \n Path: " + str); } var go = obj as GameObject; NowIdentiyCheck(str, go); //anyFuckingError |= (effectListTimeCtrlMissing | checkEffectOpenMissing | nameError); } current++; } EditorUtility.ClearProgressBar(); //foreach (string str in deletedAssets) //{ // Debug.Log("Deleted Asset: " + str); //} for (int i = 0; i < movedAssets.Length; i++) { Debug.LogWarning("从位置: " + movedFromAssetPaths[i] + "\n移动到: " + movedAssets[i] + " <color=red>[您移动了文件,请确保您没有手滑]</color>"); } //if (anyFuckingError) //{ // EditorUtility.DisplayDialog("警告", "有资源错误,请检查Console日志!", "确定"); //} CheckEffectTool.ClearData(); CheckTool.ClearWhiteList(); }