private static void CheckSelectedObject() { bool bAllOK = true; foreach (GameObject gameObj in Selection.gameObjects) { string errorMsg = ModelAssetValidation.PerformanceCheckModelPrefab(gameObj); bool bPassed = string.IsNullOrEmpty(errorMsg); if (bPassed) { Debug.Log("Asset '" + gameObj.name + " passed.", gameObj); } else { Debug.LogError(errorMsg, gameObj); } bAllOK = bAllOK && bPassed; } if (!bAllOK) { EditorUtility.DisplayDialog("Performance Warning", "Some of the selected assets failed our Project Import and Performance settings. Check the log window for details!", "Thanks!"); EditorApplication.ExecuteMenuItem("Window/Console"); } }
private static void CheckFileDirObjectTest() { List <string> listPath = new List <string>(); List <GameObject> listgo = new List <GameObject>(); string Path = ""; CheckSelectionFileDir(ref Path); listPath.Add(Path); var guid2 = AssetDatabase.FindAssets("t:gameObject", listPath.ToArray()); if (guid2.Length == 0) { Debug.Log("本目录不存在gameobject"); return; } foreach (var guid in guid2) { GameObject go = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), typeof(GameObject)) as GameObject; listgo.Add(go); } bool bAllOK = true; foreach (GameObject gameObj in listgo) { string errorMsg = ModelAssetValidation.PerformanceCheckModelPrefab(gameObj); bool bPassed = string.IsNullOrEmpty(errorMsg); if (!bPassed) { Debug.LogError(errorMsg, gameObj); } bAllOK = bAllOK && bPassed; } if (!bAllOK) { EditorUtility.DisplayDialog("Performance Warning", "Some of the selected assets failed our Project Import and Performance settings. Check the log window for details!", "Thanks!"); EditorApplication.ExecuteMenuItem("Window/Console"); } }