Unity批量预设体替换材质球

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor.Sprites;
public class ChangeMaterial : Editor
{
    /// <summary>
    /// 批量替换预设体材质球 操作步骤 1、 选着材质球 2、按Ctrl 选着预设体文件夹或者预设体  3、右键ChangeMaterial
    /// </summary>
    [MenuItem("Assets/ChangeMaterial")]
    public static void change()
    {
        Object[] m_objects = Selection.GetFiltered(typeof(Material), SelectionMode.DeepAssets);//选择的材质球
        Object[] obj = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);//选择的预设体文件夹或者预设体

        foreach (var go in obj)
        {
            GameObject game = go as GameObject;
            if (game != null)
            {
                FindMater(game, m_objects[0] as Material);

            }
        }
    }


    public static void FindMater(GameObject go, Material m)
    {
        SpriteRenderer[] renderers = go.GetComponentsInChildren<SpriteRenderer>(true);
        GameDebugger.instance.GameDebugLog("根物体:", go.name);
        for (int i = 0; i < renderers.Length; i++)
        {
            SpriteRenderer item = renderers[i];
            if (item.sharedMaterial != null)
            {
                if (item.sharedMaterial.name == "Sprites-Default")
                {
                    EditorUtility.DisplayCancelableProgressBar("替换材质:", go.name, i / renderers.Length * 1.0f);//进度条
                    GameDebugger.instance.GameDebugLog("子物体:", item.name,"材质球: ",item.sharedMaterial.name,"替换材质球:",m.name);
                    item.sharedMaterial = m;
                }
            }
            EditorUtility.SetDirty(item);
            AssetDatabase.SaveAssets();
            
        }
        EditorUtility.ClearProgressBar();//关闭进度条
    }
}


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转载自blog.csdn.net/o_ojjj/article/details/123802867