#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using ArtResource;
using System.Linq;
namespace ArtTools
{
///
/// 美术资源路径自动填充工具
///
/// 功能:
/// 1. 在保存SO时自动填充SpritePath和SpineAssetPath
/// 2. 提供手动批量更新所有SO的工具
///
/// 使用方法:
/// - 自动:在ArtTableSO的OnValidate或保存时调用FillResourcePaths
/// - 手动:菜单 -> 美术工具 -> 更新所有美术资源路径
///
public static class ArtResourcePathFiller
{
///
/// 自动填充单个SO的资源路径
/// 应该在ArtTableSO保存时调用
///
public static void FillResourcePaths(ArtTableSO table)
{
if (table == null || table.Items == null)
return;
bool hasChanges = false;
foreach (var item in table.Items)
{
// 填充Sprite路径
if (item.Sprite != null)
{
string spritePath = AssetDatabase.GetAssetPath(item.Sprite);
if (!string.IsNullOrEmpty(spritePath) && item.SpritePath != spritePath)
{
item.SpritePath = spritePath;
hasChanges = true;
}
}
else
{
// 引用为空时,清空路径
if (!string.IsNullOrEmpty(item.SpritePath))
{
item.SpritePath = "";
hasChanges = true;
}
}
// 填充Spine路径
if (item.SpineAsset != null)
{
string spinePath = AssetDatabase.GetAssetPath(item.SpineAsset);
if (!string.IsNullOrEmpty(spinePath) && item.SpineAssetPath != spinePath)
{
item.SpineAssetPath = spinePath;
hasChanges = true;
}
}
else
{
// 引用为空时,清空路径
if (!string.IsNullOrEmpty(item.SpineAssetPath))
{
item.SpineAssetPath = "";
hasChanges = true;
}
}
}
if (hasChanges)
{
EditorUtility.SetDirty(table);
Debug.Log($"[ArtResourcePathFiller] 已更新资源路径: {table.TableName} ({table.TableId})");
}
}
///
/// 手动批量更新所有ArtTableSO的资源路径
///
[MenuItem("美术工具/更新所有美术资源路径")]
public static void UpdateAllArtTablePaths()
{
// 查找所有ArtTableSO
string[] guids = AssetDatabase.FindAssets("t:ArtTableSO");
if (guids.Length == 0)
{
Debug.LogWarning("[ArtResourcePathFiller] 未找到任何ArtTableSO文件");
return;
}
int updatedCount = 0;
int totalCount = guids.Length;
EditorUtility.DisplayProgressBar("更新美术资源路径", "正在扫描...", 0);
for (int i = 0; i < guids.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(guids[i]);
var table = AssetDatabase.LoadAssetAtPath(path);
if (table != null)
{
EditorUtility.DisplayProgressBar(
"更新美术资源路径",
$"处理: {table.TableName} ({i + 1}/{totalCount})",
(float)i / totalCount
);
FillResourcePaths(table);
updatedCount++;
}
}
EditorUtility.ClearProgressBar();
// 保存所有修改
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log($"[ArtResourcePathFiller] ✓ 批量更新完成: 处理了 {updatedCount} 个ArtTableSO");
EditorUtility.DisplayDialog(
"更新完成",
$"已更新 {updatedCount} 个美术资源表的路径信息\n\n现在可以在Runtime模式下正常加载资源了",
"确定"
);
}
///
/// 验证所有SO的路径完整性
///
[MenuItem("美术工具/验证美术资源路径完整性")]
public static void ValidateAllPaths()
{
string[] guids = AssetDatabase.FindAssets("t:ArtTableSO");
if (guids.Length == 0)
{
Debug.LogWarning("[ArtResourcePathFiller] 未找到任何ArtTableSO文件");
return;
}
int missingPathCount = 0;
int totalItemCount = 0;
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
var table = AssetDatabase.LoadAssetAtPath(path);
if (table == null || table.Items == null)
continue;
foreach (var item in table.Items)
{
totalItemCount++;
// 检查Sprite
if (item.Sprite != null && string.IsNullOrEmpty(item.SpritePath))
{
Debug.LogWarning($"[{table.TableName}] 资源项 '{item.Name}' 有Sprite引用但缺少路径");
missingPathCount++;
}
// 检查Spine
if (item.SpineAsset != null && string.IsNullOrEmpty(item.SpineAssetPath))
{
Debug.LogWarning($"[{table.TableName}] 资源项 '{item.Name}' 有Spine引用但缺少路径");
missingPathCount++;
}
}
}
if (missingPathCount == 0)
{
Debug.Log($"[ArtResourcePathFiller] ✓ 验证通过: 所有 {totalItemCount} 个资源项的路径都完整");
EditorUtility.DisplayDialog(
"验证通过",
$"所有 {totalItemCount} 个资源项的路径都完整\n\n可以正常使用Runtime模式",
"确定"
);
}
else
{
Debug.LogError($"[ArtResourcePathFiller] ✗ 发现 {missingPathCount} 个缺少路径的资源项");
EditorUtility.DisplayDialog(
"发现问题",
$"发现 {missingPathCount} 个缺少路径的资源项\n\n建议运行【美术工具 -> 更新所有美术资源路径】修复",
"确定"
);
}
}
}
///
/// ArtTableSO的自定义Inspector
/// 在Inspector底部添加"更新路径"按钮
///
[CustomEditor(typeof(ArtTableSO))]
public class ArtTableSOInspector : Editor
{
public override void OnInspectorGUI()
{
// 绘制默认Inspector
DrawDefaultInspector();
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
EditorGUILayout.Space(5);
var table = target as ArtTableSO;
if (table == null)
return;
// 统计信息
int spriteCount = table.Items.Count(item => item.Sprite != null);
int spineCount = table.Items.Count(item => item.SpineAsset != null);
int missingPathCount = table.Items.Count(item =>
(item.Sprite != null && string.IsNullOrEmpty(item.SpritePath)) ||
(item.SpineAsset != null && string.IsNullOrEmpty(item.SpineAssetPath))
);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.LabelField("资源路径状态", EditorStyles.boldLabel);
EditorGUILayout.LabelField($"Sprite数量: {spriteCount}");
EditorGUILayout.LabelField($"Spine数量: {spineCount}");
if (missingPathCount > 0)
{
var oldColor = GUI.contentColor;
GUI.contentColor = Color.red;
EditorGUILayout.LabelField($"⚠️ 缺少路径: {missingPathCount}");
GUI.contentColor = oldColor;
}
else if (spriteCount > 0 || spineCount > 0)
{
var oldColor = GUI.contentColor;
GUI.contentColor = Color.green;
EditorGUILayout.LabelField("✓ 路径完整");
GUI.contentColor = oldColor;
}
EditorGUILayout.EndVertical();
EditorGUILayout.Space(5);
// 更新路径按钮
if (GUILayout.Button("🔄 更新此表的资源路径", GUILayout.Height(30)))
{
ArtResourcePathFiller.FillResourcePaths(table);
EditorUtility.SetDirty(table);
AssetDatabase.SaveAssets();
EditorUtility.DisplayDialog("更新完成", $"已更新 {table.TableName} 的资源路径", "确定");
}
EditorGUILayout.Space(5);
EditorGUILayout.HelpBox(
"提示:保存SO时会自动更新路径,手动点击按钮可强制更新",
MessageType.Info
);
}
}
///
/// 资源保存时自动填充路径
///
public class ArtTableSOAssetPostprocessor : AssetPostprocessor
{
static void OnPostprocessAllAssets(
string[] importedAssets,
string[] deletedAssets,
string[] movedAssets,
string[] movedFromAssetPaths)
{
foreach (string assetPath in importedAssets)
{
// 只处理ArtTableSO
if (!assetPath.EndsWith(".asset"))
continue;
var table = AssetDatabase.LoadAssetAtPath(assetPath);
if (table != null)
{
ArtResourcePathFiller.FillResourcePaths(table);
}
}
}
}
}
#endif