替換UGUI 內(nèi)置資源工具

using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;

public class ReplaceUiSprite : MonoBehaviour
{
    private const string kStandardSpritePath = "UI/Skin/UISprite.psd";
    private const string kBackgroundSpritePath = "UI/Skin/Background.psd";
    private const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd";
    private const string kKnobPath = "UI/Skin/Knob.psd";
    private const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
    private const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd";
    private const string kMaskPath = "UI/Skin/UIMask.psd";
    private static DefaultControls.Resources s_StandardResources;


    private static Dictionary<Sprite, Sprite> _dictionary = new Dictionary<Sprite, Sprite>();

    private static Sprite GetReplaceSprite(List<Sprite> list, string name)
    {
        return list.Find(p => p.name == name);
    }

    [MenuItem("Jayden/ReplaceStandardUiSprite")]
    public static void ReplaceStandardUiSprite()
    {
        // 加載Unity 內(nèi)置UI資源
        if (s_StandardResources.standard == null)
        {
            s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
            s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePath);
            s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath);
            s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPath);
            s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPath);
            s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPath);
            s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPath);
        }

        // 加載自定義的替換UI資源
        GameObject replaceGo = null;
        string customPath = Application.dataPath + "/Resources/a_test.prefab";
        if (File.Exists(customPath))
        {
            replaceGo = PrefabUtility.LoadPrefabContents(customPath);
            if (replaceGo == null)
            {
                return;
            }
        }
        else
        {
            return;
        }

        var atlas = replaceGo.GetComponent<UGUIAtlas>();
        if (atlas == null)
        {
            return;
        }

        _dictionary.Add(s_StandardResources.standard, GetReplaceSprite(atlas.spriteList, "UISprite"));
        _dictionary.Add(s_StandardResources.background, GetReplaceSprite(atlas.spriteList, "Background"));
        _dictionary.Add(s_StandardResources.inputField, GetReplaceSprite(atlas.spriteList, "InputFieldBackground"));
        _dictionary.Add(s_StandardResources.knob, GetReplaceSprite(atlas.spriteList, "Knob"));
        _dictionary.Add(s_StandardResources.checkmark, GetReplaceSprite(atlas.spriteList, "Checkmark"));
        _dictionary.Add(s_StandardResources.dropdown, GetReplaceSprite(atlas.spriteList, "DropdownArrow"));
        _dictionary.Add(s_StandardResources.mask, GetReplaceSprite(atlas.spriteList, "UIMask"));

        // 篩選選中的目錄下所有的prefab文件
        Object[] objects = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);

        foreach (var o in objects)
        {
            string path = AssetDatabase.GetAssetPath(o);
            if (path.EndsWith(".prefab"))
            {
                GameObject go = PrefabUtility.LoadPrefabContents(path);
                Image[] arr = go.GetComponentsInChildren<Image>(true);
                if (arr != null)
                {
                    foreach (var image in arr)
                    {
                        if (_dictionary.ContainsKey(image.sprite))
                        {
                            image.sprite = _dictionary[image.sprite];
                        }
                    }
                }

                PrefabUtility.SaveAsPrefabAsset(go, path);
            }
        }
    }
}
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