Unity 編輯器Tool 查詢目標節點被引用關係
阿新 • • 發佈:2020-12-31
在unity project工程目錄中選擇目標節點右鍵選擇Find References ,查詢該檔案被引用的關係,在console輸出,點選輸出結果跳轉到引用的節點。
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using System.Collections.Generic;
public class FindBeReferences
{
[MenuItem("Assets/Find References", false, 10)]
static private void Find()
{
EditorSettings.serializationMode = SerializationMode.ForceText;
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
if (!string.IsNullOrEmpty (path))
{
string guid = AssetDatabase.AssetPathToGUID(path);
List<string> withoutExtensions = new List<string>() { ".prefab", ".unity", ".mat", ".asset" };
string[] files = Directory.GetFiles(Application. dataPath, "*.*", SearchOption.AllDirectories)
.Where(s => withoutExtensions.Contains(Path.GetExtension(s).ToLower())).ToArray();
int startIndex = 0;
EditorApplication.update = delegate ()
{
string file = files[startIndex];
bool isCancel = EditorUtility.DisplayCancelableProgressBar("匹配資源中", file, (float)startIndex / (float)files.Length);
if (Regex.IsMatch(File.ReadAllText(file), guid))
{
Debug.Log(file, AssetDatabase.LoadAssetAtPath<Object>(GetRelativeAssetsPath(file)));
}
startIndex++;
if (isCancel || startIndex >= files.Length)
{
EditorUtility.ClearProgressBar();
EditorApplication.update = null;
startIndex = 0;
Debug.Log("匹配結束");
}
};
}
}
[MenuItem("Assets/Find References", true)]
static private bool VFind()
{
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
return (!string.IsNullOrEmpty(path));
}
static private string GetRelativeAssetsPath(string path)
{
return "Assets" + Path.GetFullPath(path).Replace(Path.GetFullPath(Application.dataPath), "").Replace('\\', '/');
}
}
非原創,僅方便日常使用