NGUI查找未使用图集、未使用精灵及名字重复的精灵
1.遍历atlasPath目录,找到需要处理的所有图集。
2.查找ui预制体目录,查找目录下的预制体的所有UISprite组件,获取该组件的图集、spriteName属性,设置图集的使用次数情况。
3.输出unuseAtlas、unuseSprites、duplicateSprites三个数组,并写入到Assets/UnuseAtlas.json文件中。
/// <summary>
/// 查找名字重复、未使用的图集和精灵
/// 只查询预制体直接引用,不考虑配置表引用
/// </summary>
[MenuItem("Tools/查找未使用的图集和精灵")]
public static void FindUnusualAltas()
{
Dictionary<INGUIAtlas, Dictionary<string, int>> atlasInfo = new Dictionary<INGUIAtlas, Dictionary<string, int>>();
string[] atlasPath = new string[] { "Assets/Design/Interface/Atlas"}; // TODO 指定项目里图集的父节点 需修改
string[] uiPrefabsPath = new string[] { "Assets/Design/Interface/Prefab"}; // TODO 指定项目里ui预制体的父节点 需修改
string[] rejectAtlas = new string[] {
"bp_big_icon", "data_f", "int_achievements_", "int_atlas_clan_ico_2",
"int_avatars", "int_boost", "int_frame","product_icon_atlas", "RankSmallIcon", "RankSmallIcon"
}; // TODO 过滤图集,例如道具等在配置文件配置的图集 需修改
string[] atlasGuids = AssetDatabase.FindAssets("t:NGUIAtlas", atlasPath);
Dictionary<string, List<string>> spriteNameDic = new Dictionary<string, List<string>>();
if (atlasGuids!= null && atlasGuids.Length > 0)
{
foreach (string guid in atlasGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
NGUIAtlas obj = AssetDatabase.LoadAssetAtPath(path, typeof(NGUIAtlas)) as NGUIAtlas;
if (obj) {
string atlaName = obj.name;
bool isReject = false;
foreach (var reject in rejectAtlas) {
if (atlaName.Contains(reject)) {
isReject = true;
break;
}
}
if (isReject) continue;
List<UISpriteData> spriteList = obj.spriteList;
if (spriteList != null && spriteList.Count > 0) {
Dictionary<string, int> spriteDic = new Dictionary<string, int>();
for (int i = 0; i < spriteList.Count - 1; i++) {
string spriteName = spriteList[i].name;
spriteDic.Add(spriteName, 0);
List<string> nameList;
if (spriteNameDic.TryGetValue(spriteName, out nameList)) {
nameList.Add(obj.name);
} else {
nameList = new List<string>{obj.name};
spriteNameDic.Add(spriteName, nameList);
}
}
atlasInfo.Add(obj, spriteDic);
}
}
}
}
string[] guids = AssetDatabase.FindAssets("t:Prefab", uiPrefabsPath);
if (guids!= null && guids.Length > 0)
{
EditorUtility.DisplayProgressBar("Find...", "Start handle", 0);
int progress = 0;
foreach (string guid in guids)
{
progress++;
string path = AssetDatabase.GUIDToAssetPath(guid);
GameObject obj = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;
UISprite[] sprites = obj.GetComponentsInChildren<UISprite>(true);
foreach (UISprite item in sprites) {
Dictionary<string, int> spriteDic;
if (item.atlas != null && atlasInfo.TryGetValue(item.atlas, out spriteDic)) {
string spriteName = item.spriteName;
int useTimes = 0;
if (!string.IsNullOrEmpty(spriteName) && spriteDic.TryGetValue(spriteName, out useTimes))
{
spriteDic[spriteName] = useTimes + 1;
}
}
}
EditorUtility.ClearProgressBar();
}
}
List<string> unuseAtlas = new List<string>();//没有用到的图集
List<string> unuseSprites = new List<string>();//图集内没有用到的精灵
List<string> duplicateSprites = new List<string>();//重复的图片名字
foreach (var atlaInfo in atlasInfo) {
int useTimes = 0;
string atlaName = (atlaInfo.Key as NGUIAtlas).name;
foreach (var spriteInfo in atlaInfo.Value)
{
if (spriteInfo.Value == 0) {
unuseSprites.Add(string.Format("未用到精灵 图集:{0}, 精灵:{1}", atlaName, spriteInfo.Key));
}
useTimes += spriteInfo.Value;
}
if (useTimes == 0) {
unuseAtlas.Add(string.Format("未用到图集:{0}", atlaName));
}
}
foreach (var nameList in spriteNameDic) {
string duplacateStr = "";
if (nameList.Value != null && nameList.Value.Count > 2)
{
for (int i = 0; i < nameList.Value.Count - 1; i++) {
duplacateStr += nameList.Value[i] + ", ";
}
duplicateSprites.Add(string.Format("重复的精灵名字, 精灵名:{0},所在图集:{1}", nameList.Key, duplacateStr));
}
}
string line = "\n";
var sb = new StringBuilder();
sb.Append("//图集检索\n");
sb.Append("//未使用图集列表\n");
sb.Append("unuseAtlas={\n");
unuseAtlas.ForEach(item => sb.Append(String.Format(" {0},\n", item)));
sb.Append("}\n");
sb.Append("//未使用精灵列表\n");
sb.Append("unuseSprites={\n");
unuseSprites.ForEach(item => sb.Append(String.Format(" {0},\n", item)));
sb.Append("}\n");
sb.Append("//命名重复精灵\n");
sb.Append("duplicateSprites={\n");
duplicateSprites.ForEach(item => sb.Append(String.Format(" {0}\n", item)));
sb.Append("}\n");
System.IO.File.WriteAllText(Path.Combine(Application.dataPath, "UnuseAtlas.json"), sb.ToString());
GGDebug.Debug(sb.ToString());
AssetDatabase.SaveAssets();
}
最终输出格式:
//图集检索
//未使用图集列表
unuseAtlas={
未用到图集:int_atlas_back_result,
未用到图集:int_atlas_back_strategic,
未用到图集:int_atlas_clan_ico_1,
未用到图集:int_atlas_icons,
未用到图集:int_bind_phone,
未用到图集:int_boxes,
未用到图集:int_direct_spawn,
未用到图集:int_emblem_conf,
未用到图集:int_emblem_res,
未用到图集:int_header_images,
未用到图集:int_ico_units_f2,
未用到图集:int_medals,
未用到图集:int_packs,
未用到图集:int_panel_darken,
未用到图集:int_person_f1_doc_minister,
未用到图集:int_person_f1_general_colonnel,
未用到图集:int_person_f1_secretary,
未用到图集:int_person_f2_commander_tech,
未用到图集:int_person_f2_general_saboteur,
未用到图集:int_person_f2_infantry_moloh,
未用到图集:int_ranks,
未用到图集:int_ranks_atlas,
未用到图集:panel_home_atlas,
未用到图集:ready_battle_ Atlas,
}
//未使用精灵列表
unuseSprites={
未用到精灵 图集:Backpack_Atlas, 精灵:bg_03,
未用到精灵 图集:Backpack_Atlas, 精灵:bg_tv,
未用到精灵 图集:Backpack_Atlas, 精灵:ic_01,
未用到精灵 图集:Backpack_Atlas, 精灵:ic_02_off,
未用到精灵 图集:Backpack_Atlas, 精灵:ic_03_off,
未用到精灵 图集:Backpack_Atlas, 精灵:ic_04,
未用到精灵 图集:Backpack_Atlas, 精灵:ic_04_off,
未用到精灵 图集:Backpack_Atlas, 精灵:ic_3,
未用到精灵 图集:Backpack_Atlas, 精灵:ic_play ,
未用到精灵 图集:mall, 精灵:btn_shop,
未用到精灵 图集:mall, 精灵:common_txt,
未用到精灵 图集:mall, 精灵:diamonds_ic,
未用到精灵 图集:mall, 精灵:level_number_0,
未用到精灵 图集:mall, 精灵:line_bg,
未用到精灵 图集:mall, 精灵:lucky_bg09,
未用到精灵 图集:mall, 精灵:lucky_bg12,
未用到精灵 图集:mall, 精灵:lucky_bg21,
未用到精灵 图集:mall, 精灵:mall_0,
未用到精灵 图集:mall, 精灵:shop_bg01,
未用到精灵 图集:mall, 精灵:shop_label02,
未用到精灵 图集:rank_list, 精灵:ic_01,
未用到精灵 图集:rank_list, 精灵:me_bg,
未用到精灵 图集:rank_list, 精灵:size_02,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_colonel_2,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_colonel_3,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_general_1,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_general_2,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_general_3,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_greatMarshal,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_greatMarshal_1,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_greatMarshal_2,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_honor,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_honor_1,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_lieutenant_2,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_lieutenant_3,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_marshal_1,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_marshal_2,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_marshal_3,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_marshal_5,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_sergeant_2,
未用到精灵 图集:RankBigIconAtlas, 精灵:ic_sergeant_3,
未用到精灵 图集:ranking_02, 精灵:btn_bank,
未用到精灵 图集:ranking_02, 精灵:btn_bg02,
未用到精灵 图集:ranking_02, 精灵:btn_x,
未用到精灵 图集:ranking_02, 精灵:ic_bg,
未用到精灵 图集:ranking_02, 精灵:ic_bg2,
未用到精灵 图集:ranking_02, 精灵:xbg_01,
}
//命名重复精灵
duplicateSprites={
重复的精灵名字, 精灵名:bg_01,所在图集:Backpack_Atlas, battle_result, battle_ui, int_common_ui, int_daily_sign, int_mail, int_normal_battle, int_personal_info, int_record, panel_talent_atlas, ,
重复的精灵名字, 精灵名:bg_02,所在图集:Backpack_Atlas, battle_result, battle_ui, int_activity, int_daily_sign, int_mail, int_normal_battle, int_record, login_atlas, panel_talent_atlas, ,
重复的精灵名字, 精灵名:bg_03,所在图集:Backpack_Atlas, battle_ui, int_activity, int_daily_sign, int_mail, int_normal_battle, int_record, login_atlas, ,
重复的精灵名字, 精灵名:ic_01,所在图集:Backpack_Atlas, battle_ui, int_clan, int_record, login_atlas, panel_talent_atlas, rank_list, ,
重复的精灵名字, 精灵名:ic_02,所在图集:Backpack_Atlas, battle_ui, int_record, login_atlas, panel_talent_atlas, rank_list, ,
重复的精灵名字, 精灵名:ic_04,所在图集:Backpack_Atlas, battle_ui, int_common_ui, int_record, login_atlas, panel_talent_atlas, ,
重复的精灵名字, 精灵名:1,所在图集:battle_result, battle_ui, campaign_task, friend, int_common_ui, loading, product_big_icon, ,
重复的精灵名字, 精灵名:2,所在图集:battle_result, battle_ui, campaign_task, friend, int_common_ui, loading, product_big_icon, ,
重复的精灵名字, 精灵名:3,所在图集:battle_result, battle_ui, campaign_task, int_common_ui, loading, product_big_icon, ,
重复的精灵名字, 精灵名:4,所在图集:battle_result, campaign_task, int_common_ui, ,
重复的精灵名字, 精灵名:5,所在图集:battle_result, campaign_task, ,
}
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