unityzgy/Assets/Editor/FixMissingMeshes.cs
ayuan9957 bf12e02276 feat: 多语言本地化系统 - 支持中/英/法/俄实时切换
- LocalizationManager: 新增翻译表(SetFormatted/SetDuration/LocalizeOperateMsg)
- LoginPanel: InputField placeholder本地化、字体颜色保持
- HistoryPanel: 用时数据本地化、placeholder本地化
- RecordDetailPanel: 操作详情消息本地化(LanguageChanged重建)
- AppraiseWindowBase: 评价等级本地化、操作消息重建
- EditorAppraiser: 所有评估消息改用InjectOperateMsgLocalized
- StudentOperateRecorder: 新增InjectOperateMsgLocalized方法
- LocalizationLanguageTestBar: 单例模式、ScreenSpaceOverlay筛选
- 字体切换时保留颜色和verticalOverflow
2026-07-16 10:05:59 +08:00

75 lines
2.4 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
public class FixMissingMeshes : MonoBehaviour
{
// 在Resources文件夹中加载所有的Mesh
private static Dictionary<string, Mesh> meshDictionary;
[MenuItem("Tools/Find Miss Meshes")]
private static void FindMissMesh()
{
GameObject[] allObjects = GameObject.FindObjectsOfType<GameObject>();
MeshFilter item = null;
foreach (GameObject obj in allObjects)
{
if (obj.TryGetComponent<MeshFilter>(out item))
{
if (item.sharedMesh == null)
{
Debug.Log(obj.name);
}
}
}
}
[MenuItem("Tools/Fix Missing Meshes")]
private static void FixMeshes()
{
// 初始化Mesh字典
LoadMeshes();
// 获取所有场景中的GameObject
GameObject[] allObjects = FindObjectsOfType<GameObject>();
foreach (GameObject obj in allObjects)
{
MeshFilter meshFilter = obj.GetComponent<MeshFilter>();
if (meshFilter != null && meshFilter.sharedMesh == null)
{
// 尝试根据名称从字典中获取Mesh
string meshName = obj.name;
if (meshDictionary.ContainsKey(meshName))
{
meshFilter.mesh = meshDictionary[meshName];
Debug.Log($"Fixed mesh for {obj.name}");
}
}
}
}
/* private static void LoadMeshes()
{
meshDictionary = new Dictionary<string, Mesh>();
string[] assetPaths = AssetDatabase.FindAssets("t:Mesh", new[] { "Assets" }); // 找到所有 Mesh 资产的路径
foreach (string assetPath in assetPaths)
{
string meshName = Path.GetFileNameWithoutExtension(AssetDatabase.GUIDToAssetPath(assetPath)); // 获取网格名称
Mesh mesh = AssetDatabase.LoadAssetAtPath<Mesh>(AssetDatabase.GUIDToAssetPath(assetPath)); // 加载网格
meshDictionary[meshName] = mesh;
}
} */
private static void LoadMeshes()
{
meshDictionary = new Dictionary<string, Mesh>();
Mesh[] meshes = Resources.LoadAll<Mesh>("");
foreach (Mesh mesh in meshes)
{
meshDictionary[mesh.name] = mesh;
}
}
}