Files
TaiWan/Assets/Roaming/Editor/PrefabGenerate.cs
2025-10-31 15:20:38 +08:00

46 lines
1.3 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Collections.Generic;
using System.Text;
public class PrefabGenerate : EditorWindow
{
[MenuItem("Tools/PrefabGenerate Tool")]
public static void ShowWindow()
{
EditorWindow.GetWindow(typeof(PrefabGenerate));
}
string jsonText;
void OnGUI()
{
GUILayout.Label("Generate Prefab Tool", EditorStyles.boldLabel); //在编辑器窗口中显示标题
jsonText = EditorGUILayout.TextField("Json:", jsonText); //添加文本框,以便用户输入前缀
if (GUILayout.Button("Generate Prefab String"))
{
GeneratePrefab(); //添加一个按钮,以便用户单击以开始对选择的物体进行重命名
}
}
Dictionary<string, string> dicNodes = new Dictionary<string, string>();
private void GeneratePrefab()
{
if (Selection.gameObjects.Length > 0)
{
foreach (var item in Selection.gameObjects.OrderBy(obj=>obj.name))
{
List<string> sub = new List<string>();
for (int i = 0; i < item.transform.childCount; i++)
{
sub.Add(item.transform.GetChild(i).name);
}
dicNodes.Add(item.name, string.Join("|", sub));
}
jsonText = JsonTools.DicToJson(dicNodes);
}
}
}