具体流程:
- 找到工程中使用到的所有字体
- 找到工程和场景中包含Text的所有对象
- 展示要替换的字体名字让用户选择
- 通过用户选择的字体,展示响应的物体对象
- 一键替换
通过AssetDatabase.FindAssets找到工程中包含的所有字体:
private List<string> FindAllFonts(){List<string> list = new List<string>();// 获取所有字体文件string[] fontGUIDs = AssetDatabase.FindAssets("t:Font");foreach (string fontGUID in fontGUIDs){string fontPath = AssetDatabase.GUIDToAssetPath(fontGUID);Font font = AssetDatabase.LoadAssetAtPath<Font>(fontPath);list.Add(font.name);}list.Add("Arial");//默认字体添加进去return list;}
通过AssetDatabase.FindAssets找到工程中的所有预制体
private List<GameObject> GetAllPrefabByAssetDatabase(params string[] path){List<GameObject> _prefabList = new List<GameObject>();string[] _guids = AssetDatabase.FindAssets("t:Prefab", path);string _prefabPath = "";GameObject _prefab;foreach (var _guid in _guids){_prefabPath = AssetDatabase.GUIDToAssetPath(_guid);_prefab = AssetDatabase.LoadAssetAtPath(_prefabPath, typeof(GameObject)) as GameObject;_prefabList.Add(_prefab);}
#if UNITY_2020_1_OR_NEWERText[] texts = GameObject.FindObjectsOfType<Text>(true);foreach (var text in texts){_prefabList.Add(text.gameObject);}
#elseScene activeScene = EditorSceneManager.GetActiveScene();GameObject[] allObjectsInScene = activeScene.GetRootGameObjects();foreach (var obj in allObjectsInScene){Text[] texts = obj.GetComponentsInChildren<Text>(true);foreach (var text in texts){_prefabList.Add(text.gameObject);}}
#endifreturn _prefabList;}
过滤没有含Text组件的对象
private List<GameObject> FilterNoTextPrefabs(){List<GameObject> templist = new List<GameObject>();Dic_Font_Prefabs.Clear();foreach (var prefab in prefabs){Text[] texts = prefab.GetComponentsInChildren<Text>(true);if (texts.Length != 0){foreach (var text in texts){if (text.font != null){if (!Dic_Font_Prefabs.ContainsKey(text.font.name)){Dic_Font_Prefabs.Add(text.font.name, new List<GameObject>());//根据Font类型,添加一个Text集合到字典中}if (!Dic_Font_Prefabs[text.font.name].Contains(prefab)){Dic_Font_Prefabs[text.font.name].Add(prefab);}if (!templist.Contains(prefab)){templist.Add(prefab);//包含该Text的预制体添加到集合中}}}}}return templist;}
最后,用户选择完要替换的字体,选择开始替换即可。
TextMeshPro跟Text是一个道理,只需要把代码中响应的Text和Font改为TextMeshProGUI和FontAssets即可。
最后附上完整代码:
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine.UI;
using System.Linq;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
/// <summary>
/// 查找替换工程场景中Text的Font
/// </summary>
public class ChangePrefabFont : EditorWindow
{[MenuItem("Tools/替换字体/Text")]//入口static void GetWindow()//静态函数{//创建窗口ChangePrefabFont window = EditorWindow.GetWindow<ChangePrefabFont>("Text字体替换窗口");//生成一个unity窗口弹窗window.Show();//展示OnGUI中的界面显示}#region 属性/// <summary>/// 工程中包含的字体的名字/// </summary>List<string> fontsOnAssets = new List<string>();/// <summary>/// 对应字体是否需要替换/// </summary>List<bool> textPaidFontRelpace = new List<bool>();/// <summary>/// 代替要替换的字体的字体/// </summary>List<Font> textReplaceFonts = new List<Font>();/// <summary>/// 预制体集合/// </summary>List<GameObject> prefabs = new List<GameObject>();/// <summary>/// 根据字体类型分类的预制体对象/// </summary>Dictionary<string, List<GameObject>> Dic_Font_Prefabs = new Dictionary<string, List<GameObject>>();#endregionprivate void OnEnable(){InitFont();}private void OnGUI(){InitPrefabs();#region 显示替换选项EditorGUILayout.LabelField("下面是工程中包含的字体,和工程中&场景中的对象使用的字体情况。请选择要替换的字体:");for (int i = 0; i < fontsOnAssets.Count; i++){EditorGUILayout.BeginHorizontal();EditorGUILayout.LabelField($"更换[{fontsOnAssets[i]}]字体");textPaidFontRelpace[i] = EditorGUILayout.Toggle(textPaidFontRelpace[i], GUILayout.Width(position.width));//是否要替换当前字体的复选框EditorGUILayout.EndHorizontal();EditorGUILayout.BeginHorizontal();EditorGUILayout.LabelField($" 预制体数量:{GetGetUseFontPrefabCount(fontsOnAssets[i])}");if (!textPaidFontRelpace[i]){if (Dic_Font_Prefabs.ContainsKey(fontsOnAssets[i])){foreach (var item in Dic_Font_Prefabs[fontsOnAssets[i]]){if (prefabs.Contains(item)){prefabs.Remove(item);}}}}else{EditorGUILayout.LabelField($"代替【{fontsOnAssets[i]}】的字体:");textReplaceFonts[i] = (Font)EditorGUILayout.ObjectField(textReplaceFonts[i], typeof(Font), true);//代替的字体复选框if (Dic_Font_Prefabs.ContainsKey(fontsOnAssets[i])){foreach (var item in Dic_Font_Prefabs[fontsOnAssets[i]]){if (!prefabs.Contains(item)){prefabs.Add(item);}}}}EditorGUILayout.EndHorizontal();}EditorGUILayout.Space();#endregion#region 开始替换操作if (GUILayout.Button("开始替换")){if (textReplaceFonts == null || textReplaceFonts.Count == 0){EditorUtility.DisplayDialog("提示", "没有字体!", "确定");return;}if (prefabs == null || prefabs.Count == 0){EditorUtility.DisplayDialog("提示", "没有需要替换的对象!", "确定");return;}List<GameObject> ReplaceGo = new List<GameObject>();Dictionary<string, Font> Dic_Font_ReplaceFont = new Dictionary<string, Font>();for (int i = 0; i < textPaidFontRelpace.Count; i++){if (textPaidFontRelpace[i] == true){if (textReplaceFonts[i] != null){if (Dic_Font_Prefabs.ContainsKey(fontsOnAssets[i])){ReplaceGo.AddRange(Dic_Font_Prefabs[fontsOnAssets[i]]);Dic_Font_ReplaceFont.Add(fontsOnAssets[i], textReplaceFonts[i]);}else{EditorUtility.DisplayDialog("提示", $"使用了【{fontsOnAssets[i]}】字体的预制体数量为0!", "确定");}}else{EditorUtility.DisplayDialog("提示", $"【{fontsOnAssets[i]}】的替代字体为空!", "确定");}}}if (ReplaceGo.Count == 0){EditorUtility.DisplayDialog("提示", "没有需要替换的对象!", "确定");}else{string hintInfo = "";foreach (var font in Dic_Font_ReplaceFont){hintInfo += $"{font.Key} >> {font.Value.name}\n";}if (EditorUtility.DisplayDialog("确认进行下面的替换?", hintInfo, "确定", "取消")){foreach (var font in Dic_Font_ReplaceFont){ReplaceFont(Dic_Font_Prefabs[font.Key], font.Key, font.Value);}SaveChangedToAsset(prefabs);}}}#endregion#region 预制体列表InitReorderableList();if (reorderableList != null && reorderableList.count != 0){scrollPos = EditorGUILayout.BeginScrollView(scrollPos);reorderableList.DoLayoutList();EditorGUILayout.EndScrollView();}else{EditorGUILayout.LabelField("提示:没有需要替换字体的预制体");}#endregion}#region 列表和滚动窗口ReorderableList reorderableList;//列表显示Vector2 scrollPos;//滚动窗口需要private void DrawHeader(Rect rect){EditorGUI.LabelField(rect, "对象列表数量:" + prefabs.Count);}private void DrawElement(Rect rect, int index, bool isActive, bool isFocused){rect.height -= 4;rect.y += 2;prefabs[index] = (GameObject)EditorGUI.ObjectField(rect, "包含Text的对象", prefabs[index], typeof(GameObject), true);}private void AddItem(ReorderableList list){prefabs.Add(null);}#endregion#region 逻辑方法/// <summary>/// 字体相关初始化/// </summary>private void InitFont(){textPaidFontRelpace.Clear();textReplaceFonts.Clear();fontsOnAssets = FindAllFonts();foreach (var item in fontsOnAssets){textPaidFontRelpace.Add(false);textReplaceFonts.Add(null);}}/// <summary>/// 预制体相关初始化/// </summary>private void InitPrefabs(){prefabs = GetAllPrefabByAssetDatabase();prefabs = FilterNoTextPrefabs();prefabs.Clear();foreach (var item in Dic_Font_Prefabs){prefabs.AddRange(item.Value);}}/// <summary>/// 初始化链表操作对象/// </summary>private void InitReorderableList(){prefabs = prefabs.Distinct().ToList();reorderableList = new ReorderableList(prefabs, typeof(GameObject), true, true, true, true);reorderableList.drawHeaderCallback = DrawHeader;reorderableList.drawElementCallback = DrawElement;reorderableList.onAddCallback = AddItem;}#endregion#region 功能方法#region 查找和过滤/// <summary>/// 找到工程和场景中的含有Text组件的对象/// </summary>/// <param name="path"></param>/// <returns></returns>private List<GameObject> GetAllPrefabByAssetDatabase(params string[] path){List<GameObject> _prefabList = new List<GameObject>();string[] _guids = AssetDatabase.FindAssets("t:Prefab", path);string _prefabPath = "";GameObject _prefab;foreach (var _guid in _guids){_prefabPath = AssetDatabase.GUIDToAssetPath(_guid);_prefab = AssetDatabase.LoadAssetAtPath(_prefabPath, typeof(GameObject)) as GameObject;_prefabList.Add(_prefab);}
#if UNITY_2020_1_OR_NEWERText[] texts = GameObject.FindObjectsOfType<Text>(true);foreach (var text in texts){_prefabList.Add(text.gameObject);}
#elseScene activeScene = EditorSceneManager.GetActiveScene();GameObject[] allObjectsInScene = activeScene.GetRootGameObjects();foreach (var obj in allObjectsInScene){Text[] texts = obj.GetComponentsInChildren<Text>(true);foreach (var text in texts){_prefabList.Add(text.gameObject);}}
#endifreturn _prefabList;}/// <summary>/// 过滤没有包含Text的预制体/// 过滤没有包含付费字体的预制体/// 根据Text类型分类/// </summary>/// <param name="gameObjects"></param>/// <returns></returns>private List<GameObject> FilterNoTextPrefabs(){List<GameObject> templist = new List<GameObject>();Dic_Font_Prefabs.Clear();foreach (var prefab in prefabs){Text[] texts = prefab.GetComponentsInChildren<Text>(true);if (texts.Length != 0){foreach (var text in texts){if (text.font != null){if (!Dic_Font_Prefabs.ContainsKey(text.font.name)){Dic_Font_Prefabs.Add(text.font.name, new List<GameObject>());//根据Font类型,添加一个Text集合到字典中}if (!Dic_Font_Prefabs[text.font.name].Contains(prefab)){Dic_Font_Prefabs[text.font.name].Add(prefab);}if (!templist.Contains(prefab)){templist.Add(prefab);//包含该Text的预制体添加到集合中}}}}}return templist;}/// <summary>/// 找到工程中的所有字体文件/// </summary>/// <returns>返回字体名称列表</returns>private List<string> FindAllFonts(){List<string> list = new List<string>();// 获取所有字体文件string[] fontGUIDs = AssetDatabase.FindAssets("t:Font");foreach (string fontGUID in fontGUIDs){string fontPath = AssetDatabase.GUIDToAssetPath(fontGUID);Font font = AssetDatabase.LoadAssetAtPath<Font>(fontPath);list.Add(font.name);}list.Add("Arial");//默认字体添加进去return list;}#endregion#region 替换字体方法/// <summary>/// 替换Text的字体/// </summary>/// <param name="texts">要替换的Text集合</param>/// <param name="fontName">要替换的字体的名字</param>/// <param name="font">用来替换的字体</param>private void ReplaceFont(List<GameObject> gameObjects, string fontName, Font font){foreach (var go in gameObjects){Text[] texts = go.GetComponentsInChildren<Text>(true);foreach (var text in texts){if (text.font != null){if (text.font.name == fontName){text.font = font;}}//else//{// text.font = Resources.GetBuiltinResource<Font>("Arial.ttf");//}}}}/// <summary>/// 保存更改/// </summary>/// <param name="gameObjects"></param>private void SaveChangedToAsset(List<GameObject> gameObjects){foreach (var gameObject in gameObjects){EditorUtility.SetDirty(gameObject);}AssetDatabase.SaveAssets();AssetDatabase.Refresh();EditorUtility.DisplayDialog("提示", "替换完毕!", "确定");}#endregionprivate List<GameObject> GetUseFontPrefabs(string font){if (Dic_Font_Prefabs.ContainsKey(font))return Dic_Font_Prefabs[font];elsereturn null;}private int GetGetUseFontPrefabCount(string font){List<GameObject> temp = GetUseFontPrefabs(font);return temp == null ? 0 : temp.Count;}#endregion
}