miduo_client/Assets/Scripts/Editor/RenamePrefab.cs

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2026-01-28 19:00:00 +08:00
using System.Collections;
using UnityEngine;
using System.IO;
using UnityEditor;
public class RenamePrefab : Editor
{
[MenuItem("Tools/重命名预设")]
public static void Rename()
{
string folderPath = "Assets/ManagedResources/Prefabs/x1_battle"; // 修改为你的预制件文件夹路径
string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { folderPath });
foreach (var guid in prefabGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
string oldName = Path.GetFileNameWithoutExtension(path);
string newName = oldName.Replace("SkeletonGraphic (",""); // 修改为新的名称格式
newName = newName.Replace(")", ""); // 修改为新的名称格式
//Debug.Log(oldName+ "/" + newName);
AssetDatabase.RenameAsset(path, newName);
}
AssetDatabase.Refresh(); // 刷新Asset数据库以应用更改
}
[MenuItem("Tools/recttransform预设")]
public static void RectTransformPrefab()
{
string folderPath = "Assets/ManagedResources/Prefabs/X1Effect/Battle"; // 修改为你的预制件文件夹路径
string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { folderPath });
foreach (var guid in prefabGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
var prefab = PrefabUtility.LoadPrefabContents(path);
var transes = prefab.GetComponentsInChildren<Transform>();
foreach(var t in transes)
{
t.gameObject.AddComponent<RectTransform>();
}
PrefabUtility.SaveAsPrefabAsset(prefab,path);
PrefabUtility.UnloadPrefabContents(prefab);
}
AssetDatabase.Refresh(); // 刷新Asset数据库以应用更改
}
[MenuItem("Tools/改变子节点缩放")]
public static void ChangeScale()
{
string folderPath = "Assets/ManagedResources/Prefabs/X1Effect/Battle"; // 修改为你的预制件文件夹路径
string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { folderPath });
foreach (var guid in prefabGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
var prefab = PrefabUtility.LoadPrefabContents(path);
for (int i =0;i<prefab.transform.childCount;i++)
{
var trans = prefab.transform.GetChild(i);
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trans.transform.localScale = trans.transform.localScale * 0.333f;
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}
PrefabUtility.SaveAsPrefabAsset(prefab, path);
PrefabUtility.UnloadPrefabContents(prefab);
}
AssetDatabase.Refresh(); // 刷新Asset数据库以应用更改
}
}