public static Dictionary <string, ESpriteCnf> GetAllSpriteInfo() { List <string> all_sprite_paths = GetAllSpritePath(); Dictionary <string, ESpriteCnf> gui_spritepacking_map = new Dictionary <string, ESpriteCnf>(); int length = all_sprite_paths.Count; for (int i = 0; i < length; i++) { ESpriteCnf sprite_cnf = new ESpriteCnf(); sprite_cnf.SetPath(all_sprite_paths[i]); if (gui_spritepacking_map.ContainsKey(sprite_cnf.guid)) { Debug.LogError("guid:" + sprite_cnf.guid + " \n" + all_sprite_paths[i] + "\n" + gui_spritepacking_map[sprite_cnf.guid]); } else { gui_spritepacking_map.Add(sprite_cnf.guid, sprite_cnf); } EditorUtility.DisplayProgressBar("扫描图片中的Guid和SpritePackingTag", all_sprite_paths[i], (float)i / length); } EditorUtility.ClearProgressBar(); return(gui_spritepacking_map); }
// 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 }