public static void Run() { StopWatchUtils.WatchStopInit(); // 取得Assets目录. string strCheckFilesPath = @"D:\gitWorks\triplewin_ios\Assets"; string[] checkFiles = Directory.GetFiles(strCheckFilesPath, "*.*", SearchOption.AllDirectories); List <string> totalLst = checkFiles.ToList(); // Check文件列表 string strDepFilesPath = @"D:\gitWorks\triplewin_ios\Assets"; // Dep文件查找目录. string strUnityAssetPath = @"D:\gitWorks\triplewin_ios\Assets"; // Unity Assets固定目录. string strOutputFilePath = @"D:\check_standard.json"; // 输出文件名字 int nThreadNum = 100; FindRefWithMulti findRefWithMulti = new FindRefWithMulti( strDepFilesPath, totalLst, strOutputFilePath, strUnityAssetPath, nThreadNum); findRefWithMulti.Run(); StopWatchUtils.WatchStopOnceEnd("FindRefWithMulti Handle Done!"); // AnalyzeTools.CheckFileExts(strApplicationDataPath); Console.ReadKey(); }
public void Run() { Console.WriteLine("Check Check"); StopWatchUtils.WatchStopInit(); List <MetaFileInfo> lstMetaFileInfo = new List <MetaFileInfo>(); // 读取Unity目录. string strUnityAssetData = @"C:\svnWorks\android151_cjp"; DirectoryInfo diAssetData = new DirectoryInfo(strUnityAssetData); FileInfo[] metaFiles = diAssetData.GetFiles("*.meta", SearchOption.AllDirectories); foreach (var eachMetaFile in metaFiles) { // eachMetaFile.FullName string[] fileLines = File.ReadAllLines(eachMetaFile.FullName); // 再次遍历每个文件的每一行. foreach (var eachFileLine in fileLines) { if (eachFileLine.Contains("assetBundleName:")) { string handleEachLine = eachFileLine.Trim(); // 分开: string[] parts = handleEachLine.Split(':'); string strBundleName = parts[1].Trim(); if (!string.IsNullOrEmpty(strBundleName)) { // 这里输出文件名和Bundle名. string strSaveFileName = CommonUtils.GetAssetNameFromPath(eachMetaFile.FullName, strUnityAssetData); MetaFileInfo metaFile = new MetaFileInfo(); metaFile.fileName = strSaveFileName; metaFile.bundleName = strBundleName; lstMetaFileInfo.Add(metaFile); // // Console.WriteLine(eachMetaFile.FullName); // Console.WriteLine(strBundleName); } } } } string strResult = JsonConvert.SerializeObject(lstMetaFileInfo, Formatting.Indented); CommonUtils.WriteFile(@"D:\AnalyzeABInMeta.json", strResult); StopWatchUtils.WatchStopOnceEnd("AnalyzeABInMeta"); Console.WriteLine("1"); }
public static void Run() { StopWatchUtils.WatchStopInit(); // 取得Assets目录. string strCheckFilesPath = @"C:\svnWorks\android142_cjp_pack\Assets"; string[] checkFiles = Directory.GetFiles(strCheckFilesPath, "*.unity", SearchOption.AllDirectories); List <string> totalLst = checkFiles.ToList(); // Check文件列表 // 筛选出特定Prefab. // List<string> lstUseCheckFiles = new List<string>(); // foreach (var eachPrefabFile in totalLst) // { // if (eachPrefabFile.ToLower().Contains("shoppanel")) // { // lstUseCheckFiles.Add(eachPrefabFile); // } // } string strDepFilesPath = @"C:\svnWorks\android142_cjp_pack\Assets"; // Dep文件查找目录. string strUnityAssetPath = @"C:\svnWorks\android142_cjp_pack\Assets"; // Unity Assets固定目录. string strOutputFilePath = @"D:\checkText_cjp.json"; // 输出文件名字 int nThreadNum = 200; SetTextContent setTextContent = new SetTextContent( strDepFilesPath, totalLst, strOutputFilePath, strUnityAssetPath, nThreadNum); // setTextContent.FindPrefabWithText(); setTextContent.SetTextOverflow(); StopWatchUtils.WatchStopOnceEnd("SetTextContent Handle Done!"); }