Unity 查找资源的引用与依赖

一、查找引用

1.主要思路:

1)使用Directory.GetFiles(Application.dataPath, "*.*", SearchOption.AllDirectories) 获取所有资源。

2)通过File.ReadAllText() 获取资源的详细信息。

3)最后通过正则表达式Regex.IsMatch(), 判断得到的详细信息中是否包含选中资源的guid

2.代码

[MenuItem("Assets/Find References", false, 10)]
    static private void FindReferences()
    {
        EditorSettings.serializationMode = SerializationMode.ForceText;
        string path = AssetDatabase.GetAssetPath(Selection.activeObject);
        if (!string.IsNullOrEmpty(path))
        {
            string guid = AssetDatabase.AssetPathToGUID(path);
            var 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("匹配资源中", 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("匹配结束");
                }

            };
        }
    }

    static private string GetRelativeAssetsPath(string path)
    {
        return "Assets" + Path.GetFullPath(path).Replace(Path.GetFullPath(Application.dataPath), "").Replace('\\', '/');
    }

二、查找依赖

1.主要思路

这个相对就比较简单,Unity官方给出了查找依赖的方法函数AssetDatabase.GetDependencies()

查找依赖很快,就不用加进度条了。

2.代码

    static private string GetRelativeAssetsPath(string path)
    {
        return "Assets" + Path.GetFullPath(path).Replace(Path.GetFullPath(Application.dataPath), "").Replace('\\', '/');
    }

    [MenuItem("Assets/Find Dependencies", false, 10)]
    static private void FindDependencies()
    {
        string path = AssetDatabase.GetAssetPath(Selection.activeObject);
        string[] files = AssetDatabase.GetDependencies(path);
        for (int i = 0; i < files.Length; i++)
        {
            if (files[i].Equals(path))
            {
                continue;     //排除自身
            }
            Debug.Log(files[i], AssetDatabase.LoadAssetAtPath<Object>(GetRelativeAssetsPath(files[i])));
        }
    }

三、完整代码

using UnityEngine;
using UnityEditor;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using System.Collections.Generic;

public class ResourcesUtil
{

    [MenuItem("Assets/Find References", false, 10)]
    static private void FindReferences()
    {
        Debug.Log("匹配开始");
        EditorSettings.serializationMode = SerializationMode.ForceText;
        string path = AssetDatabase.GetAssetPath(Selection.activeObject);
        if (!string.IsNullOrEmpty(path))
        {
            string guid = AssetDatabase.AssetPathToGUID(path);
            var 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("匹配资源中", 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("匹配结束");
                }

            };
        }
    }

    static private string GetRelativeAssetsPath(string path)
    {
        return "Assets" + Path.GetFullPath(path).Replace(Path.GetFullPath(Application.dataPath), "").Replace('\\', '/');
    }

    [MenuItem("Assets/Find Dependencies", false, 10)]
    static private void FindDependencies()
    {
        Debug.Log("查找开始");
        string path = AssetDatabase.GetAssetPath(Selection.activeObject);
        string[] files = AssetDatabase.GetDependencies(path);
        for (int i = 0; i < files.Length; i++)
        {
            if (files[i].Equals(path))
            {
                continue;     //排除自身
            }
            Debug.Log(files[i], AssetDatabase.LoadAssetAtPath<Object>(GetRelativeAssetsPath(files[i])));
        }
        Debug.Log("查找结束");
    }
}

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转载自blog.csdn.net/YasinXin/article/details/109150607