unity编辑器扩展——替换选择物体名字中的内容

 名字的特点:

1,有规律

2,有相同的内容

可以用这个工具,修改物体的名字,在菜单中生成的自定义目录“DCCTools/Rename”

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

public class ReplanName : ScriptableWizard
{
    [MenuItem("DCCTools/Rename")]
    static void CreateWizard()
    {
        ScriptableWizard.DisplayWizard<ReplanName>("替换名称","确定");
    }
    [Header("物体中包含的内容")]
    public string originalName="需要替换的的内容";
    public string replanContent="替换的内容";
    private void OnWizardCreate()
    {
        GameObject[] Prefabs = Selection.gameObjects;

        foreach (GameObject go in Prefabs)
        {
            if (go.name.Contains(originalName))
            {
                Debug.Log(go.name);
                go.name = go.name.Replace(originalName, replanContent);
            }
            Transform[] m_childTransformArray = go.GetComponentsInChildren<Transform>();
            if (m_childTransformArray.Length>=1)
                {
                    for (int i = 0; i < m_childTransformArray.Length; i++)
                    {
                    if (m_childTransformArray[i].name.Contains(originalName))
                    {
                        m_childTransformArray[i].name = m_childTransformArray[i].name.Replace(originalName, replanContent);
                    }
                 }
                }
            
             
           
        }
    }
    //刚打开的时候和改变数值的时候调用
    private void OnWizardUpdate()
    {
        helpString = "";
        errorString = "";
        string Name = "";
        if (Selection.gameObjects.Length > 0)
        {
            GameObject[] Prefabs = Selection.gameObjects;

            foreach (GameObject go in Prefabs)
            {
                Name += go.name + "、";
            }
            helpString = "当前选择了" + Name + "物体";
        }
        else
        {
            errorString = "请选择物体";
        }
    }
    //选择的物体改变的时候调用
    private void OnSelectionChange()
    {
        OnWizardUpdate();
    }
}

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