public static void FixAll() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.StartFix(); }
private void OnGUI() { GUILayout.BeginHorizontal(EditorStyles.toolbar, new GUILayoutOption[0]); GUILayout.Label(typeof(LayerDefine).Name, new GUILayoutOption[0]); if (GUILayout.Button("Check", EditorStyles.toolbarButton, new GUILayoutOption[0])) { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 37 }); inst.StartCheck(); } GUILayout.EndHorizontal(); GUILayout.Space(20f); EditorGUI.BeginChangeCheck(); this.select = EditorGUILayout.Popup(new GUIContent(typeof(LayerDefine).Name), this.select, this.list, new GUILayoutOption[0]); if (EditorGUI.EndChangeCheck()) { string text = this.list[this.select].text; foreach (FieldInfo fieldInfo in typeof(LayerDefine).GetFields()) { if (fieldInfo.Name == text) { CheckLayerMatch.matchLayer = (int)fieldInfo.GetValue(null); } } } GUILayout.Space(20f); EditorGUILayout.HelpBox("\n\nChoose Layer And Click Check\n\n", MessageType.Info); }
public static void AssetsCheckAll() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(Const.CHECK_ALL); inst.StartCheckSelection(); }
public static void CheckAll() { if (!EditorUtility.DisplayDialog("ResCheck", "检查所有", "确认", "取消")) { return; } ResCheckMgr inst = ResCheckMgr.inst; inst.EnableCheck(Const.CHECK_ALL); inst.StartCheck(); }
public static void CheckCharAnimClipNotUsed() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 19 }); inst.StartCheck(); }
public static void CheckComponentLost() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 39 }); inst.StartCheck(); }
public static void AssetsCheckTextureRef() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 29 }); inst.StartCheckSelection(); }
public static void FixMeshColliderError() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 30 }); inst.StartFix(); }
public static void CheckContainsCamera() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 36 }); inst.StartCheck(); }
public static void FixDependenceNotInRes() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 22 }); inst.StartFix(); }
public static void FixEmptyDirectory() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 27 }); inst.StartFix(); }
public static void CheckCharNoAnimator() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 18 }); inst.StartCheck(); }
public static void FixFileWithCaps() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 3 }); inst.StartFix(); }
public static void CheckTextureSquare() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 14 }); inst.StartCheck(); }
public static void CheckBatchMeshValid() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 44 }); inst.StartCheck(); }
public static void CheckColliderTriangles() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 41 }); inst.StartCheck(); }
public static void CheckColliderHiearchy() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 40 }); inst.StartCheck(); }
public static void CheckModelTriangles() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 38 }); inst.StartCheck(); }
public static void FixBuiltInShader() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 10 }); inst.StartFix(); }
public static void CheckCharAnimType() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 20 }); inst.StartCheck(); }
public static void FixImportMaterialsON() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 17 }); inst.StartFix(); }
public static void AssetsCheckBigWorldScene() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 35 }); inst.StartCheckSelection(); }
public static void FixDynamicAssetInResTemp() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 28 }); inst.StartFix(); }
public static void CheckAvatarDefine() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 21 }); inst.StartCheck(); }
public static void CheckFileNotUsed() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 1 }); inst.StartCheck(); }
public static void CheckCharacterHpLost() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 43 }); inst.StartCheck(); }
public static void CheckMaterialLost() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 9 }); inst.StartCheck(); }
public static void CheckParticleSystemCount() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 23 }); inst.StartCheck(); }
public static void CheckRenderCount() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 24 }); inst.StartCheck(); }
public static void CheckImportMaterialOn() { ResCheckMgr inst = ResCheckMgr.inst; inst.ResetCheckFlag(); inst.EnableCheck(new int[] { 17 }); inst.StartCheck(); }