替换场景、Prefab字体 工具类_005
发表于2018-08-15
在游戏中要逐一修改字体比较繁琐,而且容易遗漏,为了方便修改字体写了两个方法,这里只是替换字体,在此基础上可以给字体添加外边框等,如有需要可以继续扩充···
此类是对字体的操作修改,也可以根据需求,对其他组件或功能进行操作,不仅限于Text~~
#if UNITY_EDITOR using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using UnityEngine.UI; public class MyTool { //替换场景内的所有字体 [MenuItem("MyTools/ChangeAllFontOfScene")] public static void ChangeAllFontOfScene() { //加载目标字体 Font targetFont = Resources.Load<Font>("Lato"); //获取场景所有激活物体 //GameObject[] objs = FindObjectsOfType(typeof(GameObject)) as GameObject[]; //获取场景所有物体 GameObject[] allObj = Resources.FindObjectsOfTypeAll(typeof(GameObject)) as GameObject[]; Text tmpText; int textCount = 0; for (int i = 0; i < allObj.Length; i++) { //带有Text组件的GameObject,替换字体 tmpText = allObj[i].GetComponent<Text>(); if (tmpText != null) { textCount++; tmpText.font = targetFont; //在此扩展,可以给添加外边框,也可以根据需求进行其他操作 allObj[i].AddComponent<Outline>(); } } Debug.Log("<color=green> 当前场景共有:物体 </color>" + allObj.Length + "<color=green> 个,Text组件 </color>" + textCount + "<color=green> 个 </color>"); } //替换资源文件夹中全部Prefab的字体 [MenuItem("MyTools/ChangeAllFontOfPrefab")] public static void ChangeAllFontOfPrefab() { Font targetFont = Resources.Load<Font>("Lato"); List<Text[]> textList = new List<Text[]>(); //获取Asset文件夹下所有Prefab的GUID string[] ids = AssetDatabase.FindAssets("t:Prefab"); string tmpPath; GameObject tmpObj; Text[] tmpArr; for (int i = 0; i < ids.Length; i++) { tmpObj = null; tmpArr = null; //根据GUID获取路径 tmpPath = AssetDatabase.GUIDToAssetPath(ids[i]); if (!string.IsNullOrEmpty(tmpPath)) { //根据路径获取Prefab(GameObject) tmpObj = AssetDatabase.LoadAssetAtPath(tmpPath, typeof(GameObject)) as GameObject; if (tmpObj != null) { //获取Prefab及其子物体孙物体···的所有Text组件 tmpArr = tmpObj.GetComponentsInChildren<Text>(); if (tmpArr != null && tmpArr.Length > 0) textList.Add(tmpArr); } } } //替换所有Text组件的字体 int textCount = 0; for (int i = 0; i < textList.Count; i++) { for (int j = 0; j < textList[i].Length; j++) { textCount++; textList[i][j].font = targetFont; } } AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Debug.Log("<color=green> 当前ProJect共有:Prefab </color>" + ids.Length + "<color=green> 个,带有Text组件Prefab </color>" + textList.Count + "<color=green> 个,Text组件 </color>" + textCount + "<color=green> 个 </color>"); } } #endif