Unity/EditorWindow/TextMeshProUGUIのMaterialPresetを変更
提供: 初心者エンジニアの簡易メモ
using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine; using UnityEngine.SceneManagement; using TMPro; using System.IO; public class ApplyMaterialPresetTMP : EditorWindow { private string directoryPathScenes = "Assets/Scenes"; private string directoryPathPrefabs = "Assets/Prefabs"; private bool processScenes = true; private bool processPrefabs = true; private Material materialPreset; [MenuItem("Tools/Apply TMP Material Preset")] public static void ShowWindow() { GetWindow<ApplyMaterialPresetTMP>("Apply TMP Material Preset"); } private void OnGUI() { GUILayout.Label("Settings", EditorStyles.boldLabel); materialPreset = (Material)EditorGUILayout.ObjectField("Material Preset", materialPreset, typeof(Material), false); processScenes = EditorGUILayout.Toggle("Process Scenes", processScenes); if (processScenes) { directoryPathScenes = EditorGUILayout.TextField("Scenes Directory Path", directoryPathScenes); } processPrefabs = EditorGUILayout.Toggle("Process Prefabs", processPrefabs); if (processPrefabs) { directoryPathPrefabs = EditorGUILayout.TextField("Prefabs Directory Path", directoryPathPrefabs); } if (GUILayout.Button("Apply Material Preset")) { ApplyMaterialPreset(); } } private void ApplyMaterialPreset() { if (materialPreset == null) { Debug.LogError("Please assign a Material Preset."); return; } Scene currentScene = EditorSceneManager.GetActiveScene(); string currentScenePath = currentScene.path; if (currentScene.isDirty) { EditorSceneManager.SaveScene(currentScene); } if (processScenes) ProcessScenes(); if (processPrefabs) ProcessPrefabs(); if (!string.IsNullOrEmpty(currentScenePath)) { EditorSceneManager.OpenScene(currentScenePath); } Debug.Log("Finished applying Material Preset to all selected TextMeshProUGUI objects."); } private void ProcessScenes() { string[] sceneFiles = Directory.GetFiles(directoryPathScenes, "*.unity", SearchOption.AllDirectories); foreach (string scenePath in sceneFiles) { Scene scene = EditorSceneManager.OpenScene(scenePath); if (!scene.IsValid()) { Debug.LogError($"Invalid scene path: {scenePath}"); continue; } bool sceneModified = false; TextMeshProUGUI[] textMeshObjects = GameObject.FindObjectsOfType<TextMeshProUGUI>(); foreach (var textMesh in textMeshObjects) { if (textMesh.fontMaterial != materialPreset) { textMesh.fontMaterial = materialPreset; sceneModified = true; Debug.Log($"Applied Material Preset to: {textMesh.gameObject.name} in scene: {scenePath}"); } } if (sceneModified) { EditorSceneManager.MarkSceneDirty(scene); EditorSceneManager.SaveScene(scene); } } } private void ProcessPrefabs() { string[] prefabFiles = Directory.GetFiles(directoryPathPrefabs, "*.prefab", SearchOption.AllDirectories); foreach (string prefabPath in prefabFiles) { GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath); if (prefab == null) { Debug.LogError($"Invalid prefab path: {prefabPath}"); continue; } bool prefabModified = false; TextMeshProUGUI[] textMeshObjects = prefab.GetComponentsInChildren<TextMeshProUGUI>(true); foreach (var textMesh in textMeshObjects) { if (textMesh.fontMaterial != materialPreset) { textMesh.fontMaterial = materialPreset; prefabModified = true; Debug.Log($"Applied Material Preset to: {textMesh.gameObject.name} in prefab: {prefabPath}"); } } if (prefabModified) { PrefabUtility.SavePrefabAsset(prefab); } } } }