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Unity 編輯器Tool 查詢目標節點被引用關係

技術標籤:unity工具類unity

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