using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class ChangeName : MonoBehaviour {
// public string versionDir;
// public string abName;
void Start ()
{
for(int i = 0;i< 27;i++)
{
string path = "RES/com/face/prefab/0_"+i;
string abname = "face0_" + i;
SetVersionDirAssetName (path,abname);
}
}
public void SetVersionDirAssetName(string versionDir,string abName)
{
var fullPath = Application.dataPath + "/" + versionDir + "/";
var relativeLen = versionDir.Length + 8; // Assets 长度
if (Directory.Exists(fullPath))
{
EditorUtility.DisplayProgressBar("设置AssetName名称", "正在设置AssetName名称中...", 0f);
var dir = new DirectoryInfo(fullPath);
var files = dir.GetFiles("*", SearchOption.AllDirectories);
for (var i = 0; i < files.Length; ++i)
{
var fileInfo = files[i];
EditorUtility.DisplayProgressBar("设置AssetName名称", "正在设置AssetName名称中...", 1f * i / files.Length);
if (!fileInfo.Name.EndsWith(".meta"))
{
var basePath = fileInfo.FullName.Substring(fullPath.Length - relativeLen).Replace('\', '/');
var importer = AssetImporter.GetAtPath(basePath);
if (importer && importer.assetBundleName != versionDir)
{
importer.assetBundleName = abName;
}
}
}
EditorUtility.ClearProgressBar();
}
}
}