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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