需要把脚本放在名称为'Editor'的文件夹下
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
public class EditScenes:Editor{
private static int s_currentIndex;
private static string[] s_scenePaths;
private static System.Action<Scene> s_onOpendCallback;
[MenuItem("Tools/EditScenes")]
public static void Main(){
if(EditorApplication.isPlaying)return;
Debug.Log("== EditScenes ==");
List<string> scenePaths=new List<string>();
for(int i=45;i<=80;i++){
scenePaths.Add("Assets/Scenes/Level_"+i+".unity");
}
OpenScenesOneByOne(scenePaths.ToArray(),(Scene scene)=>{
Debug2.Log(scene.name);
GameObject gameObj=GameObject.Find("CanvasLevel/PanelLevel/SafeAreaGroup/ButtonShop");
//获取 Transform 序列化对象
RectTransform rt=(RectTransform)gameObj.transform;
SerializedObject so=new SerializedObject(rt);
//遍历查看属性
/*var prop=so.GetIterator();
while(prop.Next(true)){
Debug.Log(prop.name);
}*/
//Revert GameObject or Component
PrefabUtility.RevertObjectOverride(rt,InteractionMode.AutomatedAction);
//Revert a property
/*SerializedProperty propAnchoredPos=so.FindProperty("m_AnchoredPosition");
PrefabUtility.RevertPropertyOverride(propAnchoredPos,InteractionMode.AutomatedAction);*/
//修改后,必须标记'已编辑',否则保存场景无效
EditorSceneManager.MarkSceneDirty(scene);
});
}
private static void OpenScenesOneByOne(string[] scenePaths,System.Action<Scene> onOpend){
s_scenePaths=scenePaths;
s_currentIndex=0;
s_onOpendCallback=onOpend;
EditorSceneManager.sceneOpened+=OnSceneOpened;
EditorSceneManager.OpenScene(s_scenePaths[s_currentIndex]);
}
private static void OnSceneOpened(Scene scene,OpenSceneMode mode){
s_onOpendCallback.Invoke(scene);
//保存前需要对已编辑的场景,使用 EditorSceneManager.MarkSceneDirty(scene) 标记
EditorSceneManager.SaveOpenScenes();
int maxIndex=s_scenePaths.Length-1;
if(s_currentIndex<maxIndex){
s_currentIndex++;
EditorSceneManager.OpenScene(s_scenePaths[s_currentIndex]);
}else{
EditorSceneManager.sceneOpened-=OnSceneOpened;
s_scenePaths=null;
s_onOpendCallback=null;
s_currentIndex=0;
}
}
}