public static void DeleteSpriteRenderer() { const string assetPath = "Assets/Res/UI"; DeleteSpriteRenderer( EnumAssets.EnumAllComponentDependenciesRecursive <SpriteRenderer>( EnumAssets.EnumAssetAtPath <UnityEngine.Object>(assetPath))); }
//优化资源 public static void OptimizingScenePrefab() { const string ASSET_PATH = "Assets/Res/Scene"; RemoveSameMeshColliderComponent.RemoveSameMeshColliderInEnumAssetAtPath(EnumAssets.EnumAssetAtPath <UnityEngine.Object>(ASSET_PATH)); ShadowsCloseTools.CloseShadows(EnumAssets.EnumAllComponentDependenciesRecursive <Renderer>(EnumAssets.EnumAssetAtPath <UnityEngine.Object>(ASSET_PATH))); //AnimationClipTool.ChangeAnimatorToAnimationInPath(ASSET_PATH); T4MComponentDisable.T4MComponentDisablemethod(EnumAssets.EnumAllComponentDependenciesRecursive <T4MObjSC>(EnumAssets.EnumAssetAtPath <UnityEngine.Object>(ASSET_PATH))); DrawcallOptimize.DrawcallOptimizemethod(ASSET_PATH); }
public static bool ChangeAnimatorToAnimationInPath(string ASSET_PATH) { EditorUtility.DisplayProgressBar("Change Animator to Animation in Path", "Collecting MeshRenderer Components", 0); string str = ""; Debug.Log("ChangeAnimatorToAnimation----------------begin"); int i = 0; var gos = EnumAssets.EnumAllComponentDependenciesRecursive <Animator>( EnumAssets.EnumAssetAtPath <UnityEngine.Object>(ASSET_PATH)); int total = 0; { // foreach(var c in gos) var __enumerator3 = (gos).GetEnumerator(); while (__enumerator3.MoveNext()) { var c = __enumerator3.Current; { total++; } } } { // foreach(var go in gos) var __enumerator4 = (gos).GetEnumerator(); while (__enumerator4.MoveNext()) { var go = __enumerator4.Current; { EditorUtility.DisplayProgressBar("Change Animator to Animation in Path", go.gameObject.name, i * 1.0f / total); var g = go.gameObject; AnimationOptimizing(go); str += "[" + g.transform.FullPath() + "]\n"; i++; } } } EditorUtility.ClearProgressBar(); if (!string.IsNullOrEmpty(str)) { Debug.Log(str); } AssetDatabase.Refresh(); AssetDatabase.SaveAssets(); Debug.Log("ChangeAnimatorToAnimation-Total=[" + i.ToString() + "]---------------end"); return(true); }