using System.Text; using TMPro; using UnityEditor; using UnityEngine; public static class UIGenVerifyFont { public static string Run() { var go = AssetDatabase.LoadAssetAtPath("Assets/Bundles/UI/Prefab/UI_ConfirmDialog.prefab"); if (go == null) return "NO_PREFAB"; var tmps = go.GetComponentsInChildren(true); var sb = new StringBuilder(); sb.Append("count=").Append(tmps.Length).Append(';'); foreach (var t in tmps) { sb.Append(t.name).Append('='); sb.Append(t.font != null ? t.font.name : "null").Append(';'); } return sb.ToString(); } }