想要批量化替换项目预制体资源中Text组件引用的Font字体文件,可以采用以下步骤。
1、在项目的Editor文件中,新建一个名为FontToolEditor的C#脚本文件,然后把以下代码复制粘贴到新建的FontToolEditor的C#脚本文件中。
csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
using System.Globalization;
public class FontToolEditor : EditorWindow
{
private const string MENU_MAIN_WINDOW = "Tools/Font替换";
private List<Font> fontList = new List<Font>() { null };
public Font toChange;
static Font toChangeFont;
public string path = "Assets/";
static string path1;
public int num = 0;
[MenuItem(MENU_MAIN_WINDOW)]
public static void Open()
{
EditorWindow.GetWindow(typeof(FontToolEditor), true);
}
void OnGUI()
{
GUILayout.Space(5);
GUILayout.Label("选择老字体", GUILayout.Width(100f));
num = EditorGUILayout.IntField("字体个数", num);
AddMonsScriptList();
GUILayout.Space(20);
toChange = (Font)EditorGUILayout.ObjectField("选择更换新字体", toChange, typeof(Font), true, GUILayout.MinWidth(100));
toChangeFont = toChange;
GUILayout.Space(20);
GUILayout.Label("路径", GUILayout.Width(50f));
GUILayout.BeginHorizontal();
{
if (GUILayout.Button("浏览"))
{
path = EditorUtility.OpenFolderPanel("窗口标题", Application.streamingAssetsPath, "");
int index = path.IndexOf("Assets");
path = path.Substring(index, path.Length - index) + "/";
}
}
GUILayout.EndHorizontal();
path1 = path;
GUILayout.TextField(path);
if (GUILayout.Button("确认更换"))
{
Init();
}
}
private void AddMonsScriptList()
{
int scriptListCount = fontList.Count - 1;
for (int i = 0; i < num; i++)
{
if (scriptListCount < i)
{
//给脚本添加一个空值,为了界面好看,也为了下面缓存脚本
fontList.Add(null);
}
fontList[i] = (Font)EditorGUILayout.ObjectField(fontList[i], typeof(Font), true);
}
}
private void Init()
{
List<GameObject> prefabs = new List<GameObject>();
var resourcesPath = path1;
var absolutePaths = System.IO.Directory.GetFiles(resourcesPath, "*.prefab", System.IO.SearchOption.AllDirectories);
for (int i = 0; i < absolutePaths.Length; i++)
{
EditorUtility.DisplayProgressBar("字体转换中...", "字体转换中...", (float)i / absolutePaths.Length);
string path = absolutePaths[i].Replace("\\", "/");
GameObject prefab = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;
//替换font
Text[] labels = prefab.GetComponentsInChildren<Text>(true);
for (int q = 0; q < labels.Length; q++)
{
if (labels[q].font)
{
for (int w = 0; w < fontList.Count; w++)
{
if (fontList[w].name == labels[q].font.name)
{
int fontSize = labels[q].fontSize;
var fonStyle = labels[q].fontStyle;
labels[q].font = toChangeFont;
labels[q].fontSize = fontSize;
labels[q].fontStyle = fonStyle;
EditorUtility.SetDirty(labels[q]);
}
}
}
}
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
EditorUtility.ClearProgressBar();
}
}