批量替换Scene中的Prefab

部分Scene中的Prefab需要替换成新版的prefab,Scene的数量又比较大,这个时候就需要这个功能了

根据项目的需要再更改下,省了挺多时间

[MenuItem ("Tools/ReplaceSelectPrefab")]
public static void RepalceSelectPrefab () {
    //手动选中需要替换的对象
    GameObject[] m_objects = Selection.gameObjects;
    string path = "Assets/Prefabs/Enemies/Enemy v2.prefab";
    GameObject originPrefab = AssetDatabase.LoadAssetAtPath (path, typeof (GameObject)) as GameObject;
    if(originPrefab == null)
    {
         Debug.LogError("originPrefab is null" + path);
    }else
    {
         Replace(m_objects, originPrefab);   
    }
}
[MenuItem ("Tools/ReplaceTypePrefab")]
public static void RepalceTypePrefab () {
    //根据类型限制替换prefab
    GameObject[] m_objects = GameObject.FindObjectsOfType(typeof(BodyDof)) as GameObject[];
    string path = "Assets/Prefabs/Enemies/Enemy v2.prefab";
    GameObject originPrefab = AssetDatabase.LoadAssetAtPath (path, typeof (GameObject)) as GameObject;
    if(originPrefab == null)
    {
         Debug.LogError("originPrefab is null" + path);
    }else
    {
         Replace(m_objects, originPrefab);   
    }
}
private static void Replace (GameObject[] target, GameObject originPrefab) {
    foreach (GameObject item in target) {
        GameObject newPrefab = PrefabUtility.InstantiatePrefab (originPrefab) as GameObject;
        if (newPrefab != null) {
            newPrefab.transform.position = item.transform.position;
            newPrefab.transform.parent = item.transform.parent;
            GameObject.DestroyImmediate(item);
        } else {
            Debug.Log ("load prefab is null Enemy New");
        }
    }
    EditorSceneManager.MarkAllScenesDirty ();
}

 

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