美术同学说,修改一个模型后,模型的引用找起来麻烦,而且场景使用光照贴图,改变一些Mesh的UV后,需要重新烘焙使用过这个模型的Scene场景。于是网上找了大佬们的博客,发现几乎都是转的一个人的,有一些问题。
于是自己照着写了一个检查脚本,将所有功能集中在一个脚本里,不需要额外操作,有几个特点:
1、网上代码使用了NGUI的BetterList和NGUIEditorTools.DrawHeader显示可折叠的窗口。那项目里没有用NGUI的同学呢?,于是将此部分方法从NGUI嫁接过来;
2、代码整理,添加显示Animator和Scene的功能,而不是只显示字符串。
3、核心操作是利用Unity查找依赖方法AssetDatabase.GetDependencies(),然后做一些筛选和显示。
效果如下:
代码如下:
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
public class FindReference : EditorWindow
{
//需要反向检查那些对象引用此对象的文件夹路径,可能引用此对象的目录
static string[] checkPaths = new string[]
{
"Assets/DoubleLight",
"Assets/Fire",
};
static public FindReference instance;
Vector2 mScroll = Vector2.zero;
public Dictionary<string, List<string>> dict;
void OnEnable() { instance = this; }
void OnDisable() { instance = null; }
void OnGUI()
{
if (dict == null)
{
return;
}
mScroll = GUILayout.BeginScrollView(mScroll);
List<string> list = dict["level"];
if (list != null && list.Count > 0)
{
if (DrawHeader("Level"))
{
foreach (string item in list)
{
SceneAsset go = AssetDatabase.LoadAssetAtPath(item, typeof(SceneAsset)) as SceneAsset;
EditorGUILayout.ObjectField("Level:", go, typeof(SceneAsset), false);
}
}
list = null;
}
list = dict["prefab"];
if (list != null && list.Count > 0)
{
if (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.Count > 0)
{
if (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.Count > 0)
{
if (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.Count > 0)
{
if (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.Count > 0)
{
if (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.Count > 0)
{
if (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.Count > 0)
{
if (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.Count > 0)
{
if (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.Count > 0)
{
if (DrawHeader("Animator"))
{
foreach (string item in list)
{
RuntimeAnimatorController go = AssetDatabase.LoadAssetAtPath(item, typeof(RuntimeAnimatorController)) as RuntimeAnimatorController;
EditorGUILayout.ObjectField("Animator:", go, typeof(RuntimeAnimatorController), true);
}
}
list = null;
}
GUILayout.EndScrollView();
//DrawList("Objects", list.ToArray(), "");
}
/// <summary>
/// 查找对象所有依赖,和对它的引用
/// </summary>
[MenuItem("Assets/Find Object Dependencies", false, 0)]
public static void FindObjectDependencies()
{
ShowProgress(0, 0, 0);
Dictionary<string, List<string>> dic = new Dictionary<string, List<string>>();
List<string> prefabList = new List<string>();
List<string> fbxList = new List<string>();
List<string> scriptList = new List<string>();
List<string> textureList = new List<string>();
List<string> matList = new List<string>();
List<string> shaderList = new List<string>();
List<string> fontList = new List<string>();
List<string> animList = new List<string>();
List<string> levelList = new List<string>();
List<string> animTorList = new List<string>();
string curPathName = AssetDatabase.GetAssetPath(Selection.activeObject.GetInstanceID());
//搜索对象的依赖资源
string[] names = AssetDatabase.GetDependencies(new string[] { curPathName });
int i = 0;
foreach (string name in names)
{
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++;
}
//这里只检查是否在Prefab和Scene有引用,如果要检查其他,在这里添加筛选类型,并且打开下面的对应的注释
string checkType = "t:Prefab t:Scene";
i = 0;
string[] allGuids = AssetDatabase.FindAssets(checkType, checkPaths);
foreach (string guid in allGuids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
names = AssetDatabase.GetDependencies(new string[] { assetPath });
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(".unity"))
{
levelList.Add(assetPath);
break;
}
//else if (assetPath.ToLower().EndsWith(".fbx"))
//{
// fbxList.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("animTor", animTorList);
dic.Add("anim", animList);
EditorWindow.GetWindow<FindReference>(false, "Object Dependencies", true).Show();
if (FindReference.instance.dict != null) FindReference.instance.dict.Clear();
FindReference.instance.dict = dic;
EditorUtility.ClearProgressBar();
}
//集成NGUI方法,显示可折叠窗口
public bool DrawHeader(string text) { return DrawHeader(text, text, false, false); }
public bool DrawHeader(string text, string key, bool forceOn, bool minimalistic)
{
bool state = EditorPrefs.GetBool(key, true);
if (!minimalistic) GUILayout.Space(3f);
if (!forceOn && !state) GUI.backgroundColor = new Color(0.8f, 0.8f, 0.8f);
GUILayout.BeginHorizontal();
GUI.changed = false;
if (minimalistic)
{
if (state) text = "\u25BC" + (char)0x200a + text;
else text = "\u25BA" + (char)0x200a + text;
GUILayout.BeginHorizontal();
GUI.contentColor = EditorGUIUtility.isProSkin ? new Color(1f, 1f, 1f, 0.7f) : new Color(0f, 0f, 0f, 0.7f);
if (!GUILayout.Toggle(true, text, "PreToolbar2", GUILayout.MinWidth(20f))) state = !state;
GUI.contentColor = Color.white;
GUILayout.EndHorizontal();
}
else
{
text = "<b><size=11>" + text + "</size></b>";
if (state) text = "\u25BC " + text;
else text = "\u25BA " + text;
if (!GUILayout.Toggle(true, text, "dragtab", GUILayout.MinWidth(20f))) state = !state;
}
if (GUI.changed) EditorPrefs.SetBool(key, state);
if (!minimalistic) GUILayout.Space(2f);
GUILayout.EndHorizontal();
GUI.backgroundColor = Color.white;
if (!forceOn && !state) GUILayout.Space(3f);
return state;
}
/// <summary>
/// 显示进度条
/// </summary>
/// <param name="val"></param>
/// <param name="total"></param>
/// <param name="cur"></param>
public static void ShowProgress(float val, int total, int cur)
{
EditorUtility.DisplayProgressBar("Searching", string.Format("Checking ({0}/{1}), please wait...", cur, total), val);
}
}
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