unity2019删除所有预设miss脚本

using UnityEngine;
using UnityEditor;
using System.IO;

public class RemoveMissingScriptsRecursively : EditorWindow
{
    [MenuItem("Tools/RemoveAllAssetPrefabMissingScriptsRecursively")]
    public static void ShowWindow()
    {
        //Remove Missing Scripts in Asset Prefab GameObjects
        string[] filePaths = Directory.GetFiles(Application.dataPath, "*.prefab", SearchOption.AllDirectories);
        for (int i = 0; i < filePaths.Length; i++)
        {
            string path = filePaths[i].Replace(Application.dataPath, "Assets");
            GameObject objPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
            GameObject obj = PrefabUtility.InstantiatePrefab(objPrefab) as GameObject;
            if (IsHaveMissBehaviour(obj))
            {
                RemoveRecursively(obj);
                PrefabUtility.SaveAsPrefabAssetAndConnect(obj, path, InteractionMode.AutomatedAction);//创建的物体替换预设
            }
            UnityEngine.Object.DestroyImmediate(obj);
        }
    }

    private static void RemoveRecursively(GameObject g)
    {
        GameObjectUtility.RemoveMonoBehavioursWithMissingScript(g);

        foreach (Transform childT in g.transform)
        {
            RemoveRecursively(childT.gameObject);
        }
       
    }

    private static bool IsHaveMissBehaviour(GameObject obj)
    {
        if (obj.hideFlags == HideFlags.None)
        {
            var components = obj.GetComponents<Component>();
            SerializedObject so = new SerializedObject(obj);
            var soProperties = so.FindProperty("m_Component");
            for (int j = 0; j < components.Length; j++)
            {
                if (components[j] == null)
                {
                    Debug.LogError("清除了物体:" + obj.name + " 的一个missing脚本");
                   return true;
                }
            }
        }
        return false;
    }

  
}

猜你喜欢

转载自blog.csdn.net/weixin_41995872/article/details/107846433