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https://github.com/tuyoogame/YooAsset.git
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Initial commit
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878
Assets/YooAsset/Editor/EditorTools.cs
Normal file
878
Assets/YooAsset/Editor/EditorTools.cs
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@@ -0,0 +1,878 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Linq;
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using System.IO;
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using System.Text;
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using System.Text.RegularExpressions;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.Animations;
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using YooAsset.Utility;
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namespace YooAsset.Editor
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{
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/// <summary>
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/// 编辑器工具类
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/// </summary>
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public static class EditorTools
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{
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#region NGUI
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/// <summary>
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/// Draw a distinctly different looking header label
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/// </summary>
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public static bool DrawHeader(string text)
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{
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return DrawHeader(text, text, false, true);
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}
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public static bool DrawHeader(string text, string key, bool forceOn, bool minimalistic)
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{
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bool state = EditorPrefs.GetBool(key, true);
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if (!minimalistic) GUILayout.Space(3f);
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if (!forceOn && !state) GUI.backgroundColor = new Color(0.8f, 0.8f, 0.8f);
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GUILayout.BeginHorizontal();
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GUI.changed = false;
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if (minimalistic)
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{
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if (state) text = "\u25BC" + (char)0x200a + text;
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else text = "\u25BA" + (char)0x200a + text;
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GUILayout.BeginHorizontal();
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GUI.contentColor = EditorGUIUtility.isProSkin ? new Color(1f, 1f, 1f, 0.7f) : new Color(0f, 0f, 0f, 0.7f);
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if (!GUILayout.Toggle(true, text, "PreToolbar2", GUILayout.MinWidth(20f))) state = !state;
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GUI.contentColor = Color.white;
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GUILayout.EndHorizontal();
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}
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else
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{
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text = "<b><size=11>" + text + "</size></b>";
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if (state) text = "\u25BC " + text;
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else text = "\u25BA " + text;
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if (!GUILayout.Toggle(true, text, "dragtab", GUILayout.MinWidth(20f))) state = !state;
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}
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if (GUI.changed) EditorPrefs.SetBool(key, state);
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if (!minimalistic) GUILayout.Space(2f);
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GUILayout.EndHorizontal();
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GUI.backgroundColor = Color.white;
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if (!forceOn && !state) GUILayout.Space(3f);
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return state;
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}
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#endregion
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#region Assembly
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/// <summary>
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/// 调用私有的静态方法
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/// </summary>
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/// <param name="type">类的类型</param>
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/// <param name="method">类里要调用的方法名</param>
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/// <param name="parameters">调用方法传入的参数</param>
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public static object InvokeNonPublicStaticMethod(System.Type type, string method, params object[] parameters)
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{
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var methodInfo = type.GetMethod(method, BindingFlags.NonPublic | BindingFlags.Static);
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if (methodInfo == null)
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{
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UnityEngine.Debug.LogError($"{type.FullName} not found method : {method}");
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return null;
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}
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return methodInfo.Invoke(null, parameters);
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}
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/// <summary>
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/// 调用公开的静态方法
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/// </summary>
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/// <param name="type">类的类型</param>
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/// <param name="method">类里要调用的方法名</param>
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/// <param name="parameters">调用方法传入的参数</param>
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public static object InvokePublicStaticMethod(System.Type type, string method, params object[] parameters)
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{
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var methodInfo = type.GetMethod(method, BindingFlags.Public | BindingFlags.Static);
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if (methodInfo == null)
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{
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UnityEngine.Debug.LogError($"{type.FullName} not found method : {method}");
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return null;
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}
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return methodInfo.Invoke(null, parameters);
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}
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#endregion
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#region EditorUtility
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/// <summary>
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/// 搜集资源
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/// </summary>
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/// <param name="searchType">搜集的资源类型</param>
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/// <param name="searchInFolders">指定搜索的文件夹列表</param>
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/// <returns>返回搜集到的资源路径列表</returns>
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public static string[] FindAssets(EAssetSearchType searchType, string[] searchInFolders)
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{
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// 注意:AssetDatabase.FindAssets()不支持末尾带分隔符的文件夹路径
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for (int i = 0; i < searchInFolders.Length; i++)
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{
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string folderPath = searchInFolders[i];
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searchInFolders[i] = folderPath.TrimEnd('/');
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}
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// 注意:获取指定目录下的所有资源对象(包括子文件夹)
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string[] guids;
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if (searchType == EAssetSearchType.All)
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guids = AssetDatabase.FindAssets(string.Empty, searchInFolders);
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else
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guids = AssetDatabase.FindAssets($"t:{searchType}", searchInFolders);
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// 注意:AssetDatabase.FindAssets()可能会获取到重复的资源
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List<string> result = new List<string>();
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for (int i = 0; i < guids.Length; i++)
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{
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string guid = guids[i];
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string assetPath = AssetDatabase.GUIDToAssetPath(guid);
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if (result.Contains(assetPath) == false)
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{
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result.Add(assetPath);
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}
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}
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// 返回结果
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return result.ToArray();
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}
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/// <summary>
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/// 搜集资源
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/// </summary>
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/// <param name="searchType">搜集的资源类型</param>
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/// <param name="searchInFolder">指定搜索的文件夹</param>
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/// <returns>返回搜集到的资源路径列表</returns>
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public static string[] FindAssets(EAssetSearchType searchType, string searchInFolder)
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{
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return FindAssets(searchType, new string[] { searchInFolder });
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}
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/// <summary>
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/// 打开搜索面板
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/// </summary>
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/// <param name="title">标题名称</param>
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/// <param name="defaultPath">默认搜索路径</param>
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/// <returns>返回选择的文件夹绝对路径,如果无效返回NULL</returns>
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public static string OpenFolderPanel(string title, string defaultPath)
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{
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string openPath = EditorUtility.OpenFolderPanel(title, defaultPath, string.Empty);
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if (string.IsNullOrEmpty(openPath))
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return null;
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if (openPath.Contains("/Assets") == false)
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{
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Debug.LogWarning("Please select unity assets folder.");
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return null;
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}
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return openPath;
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}
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/// <summary>
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/// 打开搜索面板
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/// </summary>
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/// <param name="title">标题名称</param>
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/// <param name="defaultPath">默认搜索路径</param>
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/// <returns>返回选择的文件绝对路径,如果无效返回NULL</returns>
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public static string OpenFilePath(string title, string defaultPath, string extension = "")
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{
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string openPath = EditorUtility.OpenFilePanel(title, defaultPath, extension);
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if (string.IsNullOrEmpty(openPath))
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return null;
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if (openPath.Contains("/Assets") == false)
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{
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Debug.LogWarning("Please select unity assets file.");
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return null;
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}
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return openPath;
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}
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/// <summary>
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/// 显示进度框
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/// </summary>
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public static void DisplayProgressBar(string tips, int progressValue, int totalValue)
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{
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EditorUtility.DisplayProgressBar("进度", $"{tips} : {progressValue}/{totalValue}", (float)progressValue / totalValue);
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}
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/// <summary>
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/// 隐藏进度框
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/// </summary>
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public static void ClearProgressBar()
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{
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EditorUtility.ClearProgressBar();
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}
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#endregion
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#region 编辑器窗口
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public static void FocusUnitySceneWindow()
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{
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EditorWindow.FocusWindowIfItsOpen<SceneView>();
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}
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public static void FocusUnityGameWindow()
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{
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System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView");
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EditorWindow.GetWindow(T, false, "GameView", true);
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}
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public static void FocueUnityProjectWindow()
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{
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System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.ProjectBrowser");
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EditorWindow.GetWindow(T, false, "Project", true);
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}
|
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public static void FocusUnityHierarchyWindow()
|
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{
|
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System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.SceneHierarchyWindow");
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EditorWindow.GetWindow(T, false, "Hierarchy", true);
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}
|
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public static void FocusUnityInspectorWindow()
|
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{
|
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System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.InspectorWindow");
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EditorWindow.GetWindow(T, false, "Inspector", true);
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}
|
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public static void FocusUnityConsoleWindow()
|
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{
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System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.ConsoleWindow");
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EditorWindow.GetWindow(T, false, "Console", true);
|
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}
|
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#endregion
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#region 引用关系
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/// <summary>
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/// 获取场景里的克隆预制体
|
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/// </summary>
|
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public static GameObject GetClonePrefabInScene(GameObject sourcePrefab)
|
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{
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GameObject[] findObjects = GameObject.FindObjectsOfType<GameObject>();
|
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if (findObjects.Length == 0)
|
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return null;
|
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|
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for (int i = 0; i < findObjects.Length; i++)
|
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{
|
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GameObject findObject = findObjects[i];
|
||||
|
||||
#if UNITY_2017_4
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// 判断对象是否为一个预制体的引用
|
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if (PrefabUtility.GetPrefabType(findObject) == PrefabType.PrefabInstance)
|
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{
|
||||
// 判断是否为同一个预制体
|
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Object source = PrefabUtility.GetPrefabParent(findObject);
|
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if (source.GetInstanceID() == sourcePrefab.GetInstanceID())
|
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return findObject;
|
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}
|
||||
#else
|
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// 判断对象是否为一个预制体的引用
|
||||
if (PrefabUtility.GetPrefabInstanceStatus(findObject) == PrefabInstanceStatus.Connected)
|
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{
|
||||
// 判断是否为同一个预制体
|
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Object source = PrefabUtility.GetCorrespondingObjectFromSource(findObject);
|
||||
if (source.GetInstanceID() == sourcePrefab.GetInstanceID())
|
||||
return findObject;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
return null; //没有找到合适的对象
|
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}
|
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|
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/// <summary>
|
||||
/// 查找场景里的引用对象
|
||||
/// </summary>
|
||||
public static void FindReferencesInScene(UnityEngine.Object to)
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{
|
||||
var referencedBy = new List<Object>();
|
||||
|
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GameObject[] findObjects = GameObject.FindObjectsOfType<GameObject>(); //注意:只能获取激活的GameObject
|
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for (int j = 0; j < findObjects.Length; j++)
|
||||
{
|
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GameObject findObject = findObjects[j];
|
||||
|
||||
#if UNITY_2017_4
|
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// 如果Prefab匹配
|
||||
if (PrefabUtility.GetPrefabType(findObject) == PrefabType.PrefabInstance)
|
||||
{
|
||||
if (PrefabUtility.GetPrefabParent(findObject) == to)
|
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referencedBy.Add(findObject);
|
||||
}
|
||||
#else
|
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// 如果Prefab匹配
|
||||
if (PrefabUtility.GetPrefabInstanceStatus(findObject) == PrefabInstanceStatus.Connected)
|
||||
{
|
||||
if (PrefabUtility.GetCorrespondingObjectFromSource(findObject) == to)
|
||||
referencedBy.Add(findObject);
|
||||
}
|
||||
#endif
|
||||
|
||||
// 如果组件匹配
|
||||
Component[] components = findObject.GetComponents<Component>();
|
||||
for (int i = 0; i < components.Length; i++)
|
||||
{
|
||||
Component c = components[i];
|
||||
if (!c) continue;
|
||||
|
||||
SerializedObject so = new SerializedObject(c);
|
||||
SerializedProperty sp = so.GetIterator();
|
||||
while (sp.NextVisible(true))
|
||||
{
|
||||
if (sp.propertyType == SerializedPropertyType.ObjectReference)
|
||||
{
|
||||
if (sp.objectReferenceValue != null && sp.objectReferenceValue == to)
|
||||
referencedBy.Add(c.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (referencedBy.Any())
|
||||
Selection.objects = referencedBy.ToArray();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找场景里的引用对象
|
||||
/// </summary>
|
||||
public static void FindReferencesInPrefabs(UnityEngine.Object to, GameObject[] sourcePrefabs)
|
||||
{
|
||||
var referencedBy = new List<Object>();
|
||||
|
||||
for (int j = 0; j < sourcePrefabs.Length; j++)
|
||||
{
|
||||
GameObject clonePrefab = GetClonePrefabInScene(sourcePrefabs[j]);
|
||||
if (clonePrefab == null)
|
||||
continue;
|
||||
|
||||
#if UNITY_2017_4
|
||||
// 如果Prefab匹配
|
||||
if (PrefabUtility.GetPrefabParent(clonePrefab) == to)
|
||||
referencedBy.Add(clonePrefab);
|
||||
#else
|
||||
// 如果Prefab匹配
|
||||
if (PrefabUtility.GetCorrespondingObjectFromSource(clonePrefab) == to)
|
||||
referencedBy.Add(clonePrefab);
|
||||
#endif
|
||||
|
||||
// 如果组件匹配
|
||||
Component[] components = clonePrefab.GetComponentsInChildren<Component>(true); //GetComponents<Component>();
|
||||
for (int i = 0; i < components.Length; i++)
|
||||
{
|
||||
Component c = components[i];
|
||||
if (!c) continue;
|
||||
|
||||
SerializedObject so = new SerializedObject(c);
|
||||
SerializedProperty sp = so.GetIterator();
|
||||
while (sp.NextVisible(true))
|
||||
{
|
||||
if (sp.propertyType == SerializedPropertyType.ObjectReference)
|
||||
{
|
||||
if (sp.objectReferenceValue != null && sp.objectReferenceValue == to)
|
||||
referencedBy.Add(c.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (referencedBy.Any())
|
||||
Selection.objects = referencedBy.ToArray();
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 材质球
|
||||
/// <summary>
|
||||
/// 清理无用的材质球属性
|
||||
/// </summary>
|
||||
public static bool ClearMaterialUnusedProperty(Material mat)
|
||||
{
|
||||
bool removeUnused = false;
|
||||
SerializedObject so = new SerializedObject(mat);
|
||||
SerializedProperty sp = so.FindProperty("m_SavedProperties");
|
||||
|
||||
sp.Next(true);
|
||||
do
|
||||
{
|
||||
if (sp.isArray == false)
|
||||
continue;
|
||||
|
||||
for (int i = sp.arraySize - 1; i >= 0; --i)
|
||||
{
|
||||
var p1 = sp.GetArrayElementAtIndex(i);
|
||||
if (p1.isArray)
|
||||
{
|
||||
for (int ii = p1.arraySize - 1; ii >= 0; --ii)
|
||||
{
|
||||
var p2 = p1.GetArrayElementAtIndex(ii);
|
||||
var val = p2.FindPropertyRelative("first");
|
||||
if (mat.HasProperty(val.stringValue) == false)
|
||||
{
|
||||
Debug.Log($"Material {mat.name} remove unused property : {val.stringValue}");
|
||||
p1.DeleteArrayElementAtIndex(ii);
|
||||
removeUnused = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var val = p1.FindPropertyRelative("first");
|
||||
if (mat.HasProperty(val.stringValue) == false)
|
||||
{
|
||||
Debug.Log($"Material {mat.name} remove unused property : {val.stringValue}");
|
||||
sp.DeleteArrayElementAtIndex(i);
|
||||
removeUnused = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
while (sp.Next(false));
|
||||
so.ApplyModifiedProperties();
|
||||
return removeUnused;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 动画控制器
|
||||
/// <summary>
|
||||
/// 查找动画控制器里冗余的动画状态机
|
||||
/// </summary>
|
||||
public static bool FindRedundantAnimationState(AnimatorController animatorController)
|
||||
{
|
||||
if (animatorController == null)
|
||||
return false;
|
||||
|
||||
string assetPath = AssetDatabase.GetAssetPath(animatorController);
|
||||
|
||||
// 查找使用的状态机名称
|
||||
List<string> usedStateNames = new List<string>();
|
||||
foreach (var layer in animatorController.layers)
|
||||
{
|
||||
foreach (var state in layer.stateMachine.states)
|
||||
{
|
||||
usedStateNames.Add(state.state.name);
|
||||
}
|
||||
}
|
||||
|
||||
List<string> allLines = new List<string>();
|
||||
List<int> stateIndexList = new List<int>();
|
||||
using (StreamReader reader = File.OpenText(assetPath))
|
||||
{
|
||||
string content;
|
||||
while (null != (content = reader.ReadLine()))
|
||||
{
|
||||
allLines.Add(content);
|
||||
if (content.StartsWith("AnimatorState:"))
|
||||
{
|
||||
stateIndexList.Add(allLines.Count - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<string> allStateNames = new List<string>();
|
||||
foreach (var index in stateIndexList)
|
||||
{
|
||||
for (int i = index; i < allLines.Count; i++)
|
||||
{
|
||||
string content = allLines[i];
|
||||
content = content.Trim();
|
||||
if (content.StartsWith("m_Name"))
|
||||
{
|
||||
string[] splits = content.Split(':');
|
||||
string name = splits[1].TrimStart(' '); //移除前面的空格
|
||||
allStateNames.Add(name);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool foundRedundantState = false;
|
||||
foreach (var stateName in allStateNames)
|
||||
{
|
||||
if (usedStateNames.Contains(stateName) == false)
|
||||
{
|
||||
Debug.LogWarning($"发现冗余的动画文件:{assetPath}={stateName}");
|
||||
foundRedundantState = true;
|
||||
}
|
||||
}
|
||||
return foundRedundantState;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 控制台
|
||||
private static MethodInfo _clearConsoleMethod;
|
||||
private static MethodInfo ClearConsoleMethod
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_clearConsoleMethod == null)
|
||||
{
|
||||
Assembly assembly = Assembly.GetAssembly(typeof(SceneView));
|
||||
System.Type logEntries = assembly.GetType("UnityEditor.LogEntries");
|
||||
_clearConsoleMethod = logEntries.GetMethod("Clear");
|
||||
}
|
||||
return _clearConsoleMethod;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空控制台
|
||||
/// </summary>
|
||||
public static void ClearUnityConsole()
|
||||
{
|
||||
ClearConsoleMethod.Invoke(new object(), null);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 文件
|
||||
/// <summary>
|
||||
/// 测试写入权限
|
||||
/// </summary>
|
||||
public static bool HasWriteAccess(string directoryPath)
|
||||
{
|
||||
try
|
||||
{
|
||||
string tmpFilePath = Path.Combine(directoryPath, Path.GetRandomFileName());
|
||||
using (FileStream fs = new FileStream(tmpFilePath, FileMode.CreateNew, FileAccess.ReadWrite, FileShare.ReadWrite))
|
||||
{
|
||||
StreamWriter writer = new StreamWriter(fs);
|
||||
writer.Write(0);
|
||||
}
|
||||
File.Delete(tmpFilePath);
|
||||
return true;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建文件所在的目录
|
||||
/// </summary>
|
||||
/// <param name="filePath">文件路径</param>
|
||||
public static void CreateFileDirectory(string filePath)
|
||||
{
|
||||
string destDirectory = Path.GetDirectoryName(filePath);
|
||||
CreateDirectory(destDirectory);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建文件夹
|
||||
/// </summary>
|
||||
public static bool CreateDirectory(string directory)
|
||||
{
|
||||
if (Directory.Exists(directory) == false)
|
||||
{
|
||||
Directory.CreateDirectory(directory);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 删除文件夹及子目录
|
||||
/// </summary>
|
||||
public static bool DeleteDirectory(string directory)
|
||||
{
|
||||
if (Directory.Exists(directory))
|
||||
{
|
||||
Directory.Delete(directory, true);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 文件重命名
|
||||
/// </summary>
|
||||
public static void FileRename(string filePath, string newName)
|
||||
{
|
||||
string dirPath = Path.GetDirectoryName(filePath);
|
||||
string destPath;
|
||||
if (Path.HasExtension(filePath))
|
||||
{
|
||||
string extentsion = Path.GetExtension(filePath);
|
||||
destPath = $"{dirPath}/{newName}{extentsion}";
|
||||
}
|
||||
else
|
||||
{
|
||||
destPath = $"{dirPath}/{newName}";
|
||||
}
|
||||
FileInfo fileInfo = new FileInfo(filePath);
|
||||
fileInfo.MoveTo(destPath);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 文件移动
|
||||
/// </summary>
|
||||
public static void FileMoveTo(string filePath, string destPath)
|
||||
{
|
||||
FileInfo fileInfo = new FileInfo(filePath);
|
||||
fileInfo.MoveTo(destPath);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 拷贝文件夹
|
||||
/// 注意:包括所有子目录的文件
|
||||
/// </summary>
|
||||
public static void CopyDirectory(string sourcePath, string destPath)
|
||||
{
|
||||
sourcePath = EditorTools.GetRegularPath(sourcePath);
|
||||
|
||||
// If the destination directory doesn't exist, create it.
|
||||
if (Directory.Exists(destPath) == false)
|
||||
Directory.CreateDirectory(destPath);
|
||||
|
||||
string[] fileList = Directory.GetFiles(sourcePath, "*.*", SearchOption.AllDirectories);
|
||||
foreach (string file in fileList)
|
||||
{
|
||||
string temp = EditorTools.GetRegularPath(file);
|
||||
string savePath = temp.Replace(sourcePath, destPath);
|
||||
CopyFile(file, savePath, true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 拷贝文件
|
||||
/// </summary>
|
||||
public static void CopyFile(string sourcePath, string destPath, bool overwrite)
|
||||
{
|
||||
if (File.Exists(sourcePath) == false)
|
||||
throw new FileNotFoundException(sourcePath);
|
||||
|
||||
// 创建目录
|
||||
CreateFileDirectory(destPath);
|
||||
|
||||
// 复制文件
|
||||
File.Copy(sourcePath, destPath, overwrite);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空文件夹
|
||||
/// </summary>
|
||||
/// <param name="folderPath">要清理的文件夹路径</param>
|
||||
public static void ClearFolder(string directoryPath)
|
||||
{
|
||||
if (Directory.Exists(directoryPath) == false)
|
||||
return;
|
||||
|
||||
// 删除文件
|
||||
string[] allFiles = Directory.GetFiles(directoryPath);
|
||||
for (int i = 0; i < allFiles.Length; i++)
|
||||
{
|
||||
File.Delete(allFiles[i]);
|
||||
}
|
||||
|
||||
// 删除文件夹
|
||||
string[] allFolders = Directory.GetDirectories(directoryPath);
|
||||
for (int i = 0; i < allFolders.Length; i++)
|
||||
{
|
||||
Directory.Delete(allFolders[i], true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取文件字节大小
|
||||
/// </summary>
|
||||
public static long GetFileSize(string filePath)
|
||||
{
|
||||
FileInfo fileInfo = new FileInfo(filePath);
|
||||
return fileInfo.Length;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 读取文件的所有文本内容
|
||||
/// </summary>
|
||||
public static string ReadFileAllText(string filePath)
|
||||
{
|
||||
if (File.Exists(filePath) == false)
|
||||
return string.Empty;
|
||||
|
||||
return File.ReadAllText(filePath, Encoding.UTF8);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 读取文本的所有文本内容
|
||||
/// </summary>
|
||||
public static string[] ReadFileAllLine(string filePath)
|
||||
{
|
||||
if (File.Exists(filePath) == false)
|
||||
return null;
|
||||
|
||||
return File.ReadAllLines(filePath, Encoding.UTF8);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检测AssetBundle文件是否合法
|
||||
/// </summary>
|
||||
public static bool CheckBundleFileValid(byte[] fileData)
|
||||
{
|
||||
string signature = ReadStringToNull(fileData, 20);
|
||||
if (signature == "UnityFS" || signature == "UnityRaw" || signature == "UnityWeb" || signature == "\xFA\xFA\xFA\xFA\xFA\xFA\xFA\xFA")
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
private static string ReadStringToNull(byte[] data, int maxLength)
|
||||
{
|
||||
List<byte> bytes = new List<byte>();
|
||||
for (int i = 0; i < data.Length; i++)
|
||||
{
|
||||
if (i >= maxLength)
|
||||
break;
|
||||
|
||||
byte bt = data[i];
|
||||
if (bt == 0)
|
||||
break;
|
||||
|
||||
bytes.Add(bt);
|
||||
}
|
||||
|
||||
if (bytes.Count == 0)
|
||||
return string.Empty;
|
||||
else
|
||||
return Encoding.UTF8.GetString(bytes.ToArray());
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 路径
|
||||
/// <summary>
|
||||
/// 获取规范的路径
|
||||
/// </summary>
|
||||
public static string GetRegularPath(string path)
|
||||
{
|
||||
return path.Replace('\\', '/').Replace("\\", "/"); //替换为Linux路径格式
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取项目工程路径
|
||||
/// </summary>
|
||||
public static string GetProjectPath()
|
||||
{
|
||||
string projectPath = Path.GetDirectoryName(Application.dataPath);
|
||||
return GetRegularPath(projectPath);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 转换文件的绝对路径为Unity资源路径
|
||||
/// 例如 D:\\YourPorject\\Assets\\Works\\file.txt 替换为 Assets/Works/file.txt
|
||||
/// </summary>
|
||||
public static string AbsolutePathToAssetPath(string absolutePath)
|
||||
{
|
||||
string content = GetRegularPath(absolutePath);
|
||||
return Substring(content, "Assets", true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 转换Unity资源路径为文件的绝对路径
|
||||
/// 例如:Assets/Works/file.txt 替换为 D:\\YourPorject/Assets/Works/file.txt
|
||||
/// </summary>
|
||||
public static string AssetPathToAbsolutePath(string assetPath)
|
||||
{
|
||||
string projectPath = GetProjectPath();
|
||||
return $"{projectPath}/{assetPath}";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 递归查找目标文件夹路径
|
||||
/// </summary>
|
||||
/// <param name="root">搜索的根目录</param>
|
||||
/// <param name="folderName">目标文件夹名称</param>
|
||||
/// <returns>返回找到的文件夹路径,如果没有找到返回空字符串</returns>
|
||||
public static string FindFolder(string root, string folderName)
|
||||
{
|
||||
DirectoryInfo rootInfo = new DirectoryInfo(root);
|
||||
DirectoryInfo[] infoList = rootInfo.GetDirectories();
|
||||
for (int i = 0; i < infoList.Length; i++)
|
||||
{
|
||||
string fullPath = infoList[i].FullName;
|
||||
if (infoList[i].Name == folderName)
|
||||
return fullPath;
|
||||
|
||||
string result = FindFolder(fullPath, folderName);
|
||||
if (string.IsNullOrEmpty(result) == false)
|
||||
return result;
|
||||
}
|
||||
return string.Empty;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 字符串
|
||||
/// <summary>
|
||||
/// 是否含有中文
|
||||
/// </summary>
|
||||
public static bool IncludeChinese(string content)
|
||||
{
|
||||
foreach (var c in content)
|
||||
{
|
||||
if (c >= 0x4e00 && c <= 0x9fbb)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 是否是数字
|
||||
/// </summary>
|
||||
public static bool IsNumber(string content)
|
||||
{
|
||||
if (string.IsNullOrEmpty(content))
|
||||
return false;
|
||||
string pattern = @"^\d*$";
|
||||
return Regex.IsMatch(content, pattern);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 首字母大写
|
||||
/// </summary>
|
||||
public static string Capitalize(string content)
|
||||
{
|
||||
return content.Substring(0, 1).ToUpper() + (content.Length > 1 ? content.Substring(1).ToLower() : "");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 截取字符串
|
||||
/// 获取匹配到的后面内容
|
||||
/// </summary>
|
||||
/// <param name="content">内容</param>
|
||||
/// <param name="key">关键字</param>
|
||||
/// <param name="includeKey">分割的结果里是否包含关键字</param>
|
||||
/// <param name="searchBegin">是否使用初始匹配的位置,否则使用末尾匹配的位置</param>
|
||||
public static string Substring(string content, string key, bool includeKey, bool firstMatch = true)
|
||||
{
|
||||
if (string.IsNullOrEmpty(key))
|
||||
return content;
|
||||
|
||||
int startIndex = -1;
|
||||
if (firstMatch)
|
||||
startIndex = content.IndexOf(key); //返回子字符串第一次出现位置
|
||||
else
|
||||
startIndex = content.LastIndexOf(key); //返回子字符串最后出现的位置
|
||||
|
||||
// 如果没有找到匹配的关键字
|
||||
if (startIndex == -1)
|
||||
return content;
|
||||
|
||||
if (includeKey)
|
||||
return content.Substring(startIndex);
|
||||
else
|
||||
return content.Substring(startIndex + key.Length);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 玩家偏好
|
||||
// 枚举
|
||||
public static void PlayerSetEnum<T>(string key, T value)
|
||||
{
|
||||
string enumName = value.ToString();
|
||||
EditorPrefs.SetString(key, enumName);
|
||||
}
|
||||
public static T PlayerGetEnum<T>(string key, T defaultValue)
|
||||
{
|
||||
string enumName = EditorPrefs.GetString(key, defaultValue.ToString());
|
||||
return StringUtility.NameToEnum<T>(enumName);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user