Unity 解决 An asset is marked with HideFlags.DontSave but is included in the build 问题。

找来找去发现是由于UILabel 引用了Library/unity editor resources中的字体引发的。

所以我写了个脚本,来check所有UILabel的字体名称, 并显示错误引用字体的Prefab


using UnityEngine;  
using System.Collections;  
using System.Collections.Generic;  
using UnityEditor;  
using System.IO;  

public class PrefabCheck : MonoBehaviour {
	// 在菜单来创建 选项 , 点击该选项执行搜索代码  
	[MenuItem("Tools/Check Font")]
	static void CheckSceneSetting() {
		List dirs = new List();  
		GetDirs(Application.dataPath, ref dirs);  

	}  
	//参数1 为要查找的总路径, 参数2 保存路径  
	private static void GetDirs(string dirPath, ref List dirs)  
	{  
		foreach (string path in Directory.GetFiles(dirPath))  
		{  
			//获取所有文件夹中包含后缀为 .prefab 的路径  
			if (System.IO.Path.GetExtension(path) == ".prefab")  
			{  
				dirs.Add(path.Substring(path.IndexOf("Assets")));
				GameObject obj =  (GameObject)AssetDatabase.LoadAssetAtPath (path.Substring(path.IndexOf("Assets")), typeof(GameObject));
				if(obj != null){
					GameObject instance =  Instantiate(obj);
					UILabel[] labels = instance.GetComponentsInChildren();
					foreach(UILabel label in labels){
						if(label.trueTypeFont != null && label.trueTypeFont.name.Contains("Lucida")){
							Debug.Log(label.trueTypeFont.name);
							Debug.Log(path.Substring(path.IndexOf("Assets")));  
						}
						if(label.bitmapFont != null && label.bitmapFont.name.Contains("Lucida")){
							Debug.Log(label.bitmapFont.name);
							Debug.Log(path.Substring(path.IndexOf("Assets")));
						}
					}
					DestroyImmediate(instance);
				} else {
					Debug.LogError(path.Substring(path.IndexOf("Assets")));  
				}


			}  
		}  
		
		if (Directory.GetDirectories(dirPath).Length > 0)  //遍历所有文件夹  
		{  
			foreach (string path in Directory.GetDirectories(dirPath))  
			{  
				GetDirs(path, ref dirs);  
			}  
		}  
	}  
}




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