【工具】刷新资源路径工具不再自动重命名
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26cbfccf57
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31378d1a76
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@ -264,22 +264,22 @@ namespace GameEditor
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if (resPaths.ContainsKey (fileName)) {
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if (resPaths.ContainsKey (fileName)) {
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var info = resPaths[fileName];
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var info = resPaths[fileName];
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string oldPath = string.Format("{0}/{1}{2}", dirPaths[info.resPathIndex], info.resName, info.extension);
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string oldPath = string.Format("{0}/{1}{2}", dirPaths[info.resPathIndex], info.resName, info.extension);
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Debug.LogErrorFormat("资源名重复:{0}=>{1}", path, oldPath);
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Debug.LogErrorFormat("资源名重复:{0}\n原有资源:{2}\n重复资源:{1}", info.resName, path, oldPath);
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string exName = Path.GetExtension(path).Replace(".", "");
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//string exName = Path.GetExtension(path).Replace(".", "");
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if (!string.IsNullOrEmpty(exName)) //给资源文件加后缀名规避重复
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//if (!string.IsNullOrEmpty(exName)) //给资源文件加后缀名规避重复
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{
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//{
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if (exName != "prefab")//避免给prefab文件更名
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// if (exName != "prefab")//避免给prefab文件更名
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{
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// {
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string newPath = AssetDatabase.RenameAsset(path, Path.GetFileNameWithoutExtension(path) + "_" + exName);
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// string newPath = AssetDatabase.RenameAsset(path, Path.GetFileNameWithoutExtension(path) + "_" + exName);
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Debug.LogErrorFormat("资源名已修正:{0} 请再次刷新文件路径", path);
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// Debug.LogErrorFormat("资源名已修正:{0} 请再次刷新文件路径", path);
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}
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// }
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else
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// else
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{
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// {
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string newPath = AssetDatabase.RenameAsset(oldPath, Path.GetFileNameWithoutExtension(oldPath)
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// string newPath = AssetDatabase.RenameAsset(oldPath, Path.GetFileNameWithoutExtension(oldPath)
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+ "_" + Path.GetExtension(oldPath).Replace(".", ""));
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// + "_" + Path.GetExtension(oldPath).Replace(".", ""));
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Debug.LogErrorFormat("资源名已修正:{0} 请再次刷新文件路径", oldPath);
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// Debug.LogErrorFormat("资源名已修正:{0} 请再次刷新文件路径", oldPath);
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}
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// }
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}
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//}
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}
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}
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else
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else
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{
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{
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