增加prefab导出多语言
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@ -394,6 +394,24 @@ namespace Logic.Editor
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}
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var coms = uiObj.GetComponentsInChildren<TextMeshProUGUI>(true).ToList();
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// 处理 Assets/Resources/Prefab 路径下的所有 prefab
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var prefabList = new List<GameObject>();
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var prefabPath = $"Assets/Resources/Prefab/";
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if (Directory.Exists(prefabPath))
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{
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string[] prefabPaths = Directory.GetFiles(prefabPath, "*.prefab", SearchOption.AllDirectories);
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foreach (var prefabAssetPath in prefabPaths)
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{
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabAssetPath);
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if (!prefab) continue;
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var prefabComs = prefab.GetComponentsInChildren<TextMeshProUGUI>(true).ToList();
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if (prefabComs.Count == 0) continue;
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foreach (var com in prefabComs)coms.Add(com);
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prefabList.Add(prefab);
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}
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}
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foreach (var com in coms)
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{
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if (!Regex.IsMatch(com.text, @"[\u4E00-\u9FFF\u3400-\u4DBFa-zA-Z]")) continue;
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@ -415,7 +433,7 @@ namespace Logic.Editor
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}
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_activeSet.Add(textCom.ID);
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}
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var path = $"Assets/Resources/DataAssets/";
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string[] assetPaths = Directory.GetFiles(path, "*.asset", SearchOption.AllDirectories);
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foreach (var assetPath in assetPaths)
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@ -461,6 +479,7 @@ namespace Logic.Editor
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WriteToExcel();
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foreach (var prefab in prefabList) EditorUtility.SetDirty(prefab);
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EditorUtility.SetDirty(_asset);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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