Unity查找腳本被哪些Perfab或場景引用
阿新 • • 發佈:2017-07-06
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Unity中查找腳本被哪些Prefab或場景引用
Unity中有個Find References In Scene的功能,可是僅僅能查找在當前場景中的引用。
假設發現某個腳本不知道被掛在哪個Prefab上了,以下這個腳本你可能用得到
實如今查找腳本在哪些Prefab或者場景中被引用。查找腳本引用了哪些對象(腳本,Texture,字體等)
先看截圖:
源代碼在這裏
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
public class FindReference : EditorWindow{
static public FindReference instance;
Vector2 mScroll = Vector2.zero;
public Dictionary<string,BetterList<string>> dict;
void OnEnable() { instance = this; }
void OnDisable() { instance = null; }
void OnGUI()
{
if (dict == null)
{
return;
}
mScroll = GUILayout.BeginScrollView(mScroll);
BetterList<string> list = dict["prefab"];
if (list != null && list.size>0)
{
if(NGUIEditorTools.DrawHeader("Prefab"))
{
foreach (string item in list)
{
GameObject go = AssetDatabase.LoadAssetAtPath(item, typeof(GameObject)) as GameObject;
EditorGUILayout.ObjectField("Prefab", go, typeof(GameObject), false);
}
}
list = null;
}
list = dict["fbx"];
if (list != null && list.size > 0)
{
if(NGUIEditorTools.DrawHeader("FBX")){
foreach (string item in list)
{
GameObject go = AssetDatabase.LoadAssetAtPath(item, typeof(GameObject)) as GameObject;
EditorGUILayout.ObjectField("FBX", go, typeof(GameObject), false);
}
}
list = null;
}
list = dict["cs"];
if (list != null && list.size > 0)
{
if(NGUIEditorTools.DrawHeader("Script")){
foreach (string item in list)
{
MonoScript go = AssetDatabase.LoadAssetAtPath(item, typeof(MonoScript)) as MonoScript;
EditorGUILayout.ObjectField("Script", go, typeof(MonoScript), false);
}
}
list = null;
}
list = dict["texture"];
if (list != null && list.size > 0)
{
if (NGUIEditorTools.DrawHeader("Texture"))
{
foreach (string item in list)
{
Texture2D go = AssetDatabase.LoadAssetAtPath(item, typeof(Texture2D)) as Texture2D;
EditorGUILayout.ObjectField("Texture:" + go.name, go, typeof(Texture2D), false);
}
}
list = null;
}
list = dict["mat"];
if (list != null && list.size > 0)
{
if (NGUIEditorTools.DrawHeader("Material"))
{
foreach (string item in list)
{
Material go = AssetDatabase.LoadAssetAtPath(item, typeof(Material)) as Material;
EditorGUILayout.ObjectField("Material", go, typeof(Material), false);
}
}
list = null;
}
list = dict["shader"];
if (list != null && list.size > 0)
{
if (NGUIEditorTools.DrawHeader("Shader"))
{
foreach (string item in list)
{
Shader go = AssetDatabase.LoadAssetAtPath(item, typeof(Shader)) as Shader;
EditorGUILayout.ObjectField("Shader", go, typeof(Shader), false);
}
}
list = null;
}
list = dict["font"];
if (list != null && list.size > 0)
{
if (NGUIEditorTools.DrawHeader("Font"))
{
foreach (string item in list)
{
Font go = AssetDatabase.LoadAssetAtPath(item, typeof(Font)) as Font;
EditorGUILayout.ObjectField("Font", go, typeof(Font), false);
}
}
list = null;
}
list = dict["anim"];
if (list != null && list.size > 0)
{
if (NGUIEditorTools.DrawHeader("Animation"))
{
foreach (string item in list)
{
AnimationClip go = AssetDatabase.LoadAssetAtPath(item, typeof(AnimationClip)) as AnimationClip;
EditorGUILayout.ObjectField("Animation:", go, typeof(AnimationClip), false);
}
}
list = null;
}
list = dict["animTor"];
if (list != null && list.size > 0)
{
if (NGUIEditorTools.DrawHeader("Animator"))
{
foreach (string item in list)
{
//Animator go = AssetDatabase.LoadAssetAtPath(item, typeof(Animator)) as Animator;
//EditorGUILayout.ObjectField("Animator:", go, typeof(Animator), true);
EditorGUILayout.LabelField(item);
}
}
list = null;
}
list = dict["level"];
if (list != null && list.size > 0)
{
if (NGUIEditorTools.DrawHeader("Level"))
{
foreach (string item in list)
{
//SceneView go = AssetDatabase.LoadAssetAtPath(item, typeof(SceneView)) as SceneView;
EditorGUILayout.LabelField(item);
//SceneView go = AssetDatabase.LoadAssetAtPath(item, typeof(SceneView)) as SceneView;
//EditorGUILayout.ObjectField("Animation:" , go, typeof(SceneView), true);
}
}
list = null;
}
GUILayout.EndScrollView();
//NGUIEditorTools.DrawList("Objects", list.ToArray(), "");
}
/// <summary>
/// 依據腳本查找引用的對象
/// </summary>
[MenuItem("Assets/Wiker/Find Script Reference", false, 0)]
static public void FindScriptReference()
{
//EditorWindow.GetWindow<UIAtlasMaker>(false, "Atlas Maker", true).Show();
//Debug.Log("Selected Transform is on " + Selection.activeObject.name + ".");
//foreach(string guid in Selection.assetGUIDs){
// Debug.Log("GUID " + guid);
//}
ShowProgress(0,0,0);
string curPathName = AssetDatabase.GetAssetPath(Selection.activeObject.GetInstanceID());
Dictionary<string, BetterList<string>> dic = new Dictionary<string, BetterList<string>>();
BetterList<string> prefabList = new BetterList<string>();
BetterList<string> fbxList = new BetterList<string>();
BetterList<string> scriptList = new BetterList<string>();
BetterList<string> textureList = new BetterList<string>();
BetterList<string> matList = new BetterList<string>();
BetterList<string> shaderList = new BetterList<string>();
BetterList<string> fontList = new BetterList<string>();
BetterList<string> levelList = new BetterList<string>();
string[] allGuids = AssetDatabase.FindAssets("t:Prefab t:Scene", new string[]{"Assets"});
int i = 0;
foreach (string guid in allGuids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
string[] names = AssetDatabase.GetDependencies(new string[]{assetPath}); //依賴的東東
foreach (string name in names)
{
if (name.Equals(curPathName))
{
//Debug.Log("Refer:" + assetPath);
if (assetPath.EndsWith(".prefab"))
{
prefabList.Add(assetPath);
break;
}
else if (assetPath.ToLower().EndsWith(".fbx"))
{
fbxList.Add(assetPath);
break;
}
else if (assetPath.ToLower().EndsWith(".unity"))
{
levelList.Add(assetPath);
break;
}
else if (assetPath.EndsWith(".cs"))
{
scriptList.Add(assetPath);
break;
}
else if (assetPath.EndsWith(".png"))
{
textureList.Add(assetPath);
break;
}
else if (assetPath.EndsWith(".mat"))
{
matList.Add(assetPath);
break;
}
else if (assetPath.EndsWith(".shader"))
{
shaderList.Add(assetPath);
break;
}
else if (assetPath.EndsWith(".ttf"))
{
fontList.Add(assetPath);
break;
}
}
}
ShowProgress((float)i / (float)allGuids.Length, allGuids.Length,i);
i++;
}
dic.Add("prefab", prefabList);
dic.Add("fbx", fbxList);
dic.Add("cs", scriptList);
dic.Add("texture", textureList);
dic.Add("mat", matList);
dic.Add("shader", shaderList);
dic.Add("font", fontList);
dic.Add("level", levelList);
dic.Add("anim", null);
dic.Add("animTor", null);
EditorUtility.ClearProgressBar();
EditorWindow.GetWindow<FindReference>(false, "Object Reference", true).Show();
//foreach (KeyValuePair<string, BetterList<string>> d in dic)
//{
// foreach (string s in d.Value)
// {
// Debug.Log(d.Key + "=" + s);
// }
//}
if (FindReference.instance.dict != null) FindReference.instance.dict.Clear();
FindReference.instance.dict = dic;
//string[] path = new string[1];
//path[0] = AssetDatabase.GetAssetPath(Selection.activeObject.GetInstanceID());
//string[] names = AssetDatabase.GetDependencies(path); //依賴的東東
//foreach (string name in names)
//{
// Debug.Log("Name:"+name);
//}
}
public static void ShowProgress(float val,int total,int cur)
{
EditorUtility.DisplayProgressBar("Searching", string.Format("Finding ({0}/{1}), please wait...",cur,total), val);
}
/// <summary>
/// 查找對象引用的類型
/// </summary>
[MenuItem("Assets/Wiker/Find Object Dependencies", false, 0)]
public static void FindObjectDependencies()
{
ShowProgress(0,0,0);
Dictionary<string, BetterList<string>> dic = new Dictionary<string, BetterList<string>>();
BetterList<string> prefabList = new BetterList<string>();
BetterList<string> fbxList = new BetterList<string>();
BetterList<string> scriptList = new BetterList<string>();
BetterList<string> textureList = new BetterList<string>();
BetterList<string> matList = new BetterList<string>();
BetterList<string> shaderList = new BetterList<string>();
BetterList<string> fontList = new BetterList<string>();
BetterList<string> animList = new BetterList<string>();
BetterList<string> animTorList = new BetterList<string>();
string curPathName = AssetDatabase.GetAssetPath(Selection.activeObject.GetInstanceID());
string[] names = AssetDatabase.GetDependencies(new string[] { curPathName }); //依賴的東東
int i = 0;
foreach (string name in names)
{
if (name.EndsWith(".prefab"))
{
prefabList.Add(name);
}
else if (name.ToLower().EndsWith(".fbx"))
{
fbxList.Add(name);
}
else if (name.EndsWith(".cs"))
{
scriptList.Add(name);
}
else if (name.EndsWith(".png"))
{
textureList.Add(name);
}
else if (name.EndsWith(".mat"))
{
matList.Add(name);
}
else if (name.EndsWith(".shader"))
{
shaderList.Add(name);
}
else if (name.EndsWith(".ttf"))
{
fontList.Add(name);
}
else if (name.EndsWith(".anim"))
{
animList.Add(name);
}
else if (name.EndsWith(".controller"))
{
animTorList.Add(name);
}
Debug.Log("Dependence:"+name);
ShowProgress((float)i / (float)names.Length,names.Length,i);
i++;
}
dic.Add("prefab", prefabList);
dic.Add("fbx", fbxList);
dic.Add("cs", scriptList);
dic.Add("texture", textureList);
dic.Add("mat", matList);
dic.Add("shader", shaderList);
dic.Add("font", fontList);
dic.Add("level", null);
dic.Add("animTor", animTorList);
dic.Add("anim", animList);
//deps.Sort(Compare);
EditorWindow.GetWindow<FindReference>(false, "Object Dependencies", true).Show();
if (FindReference.instance.dict != null) FindReference.instance.dict.Clear();
FindReference.instance.dict = dic;
EditorUtility.ClearProgressBar();
}
}
Unity查找腳本被哪些Perfab或場景引用