Unity3D研究院之查找资源被哪里引用了

Unity3D研究院之查找资源被哪里引用了

https://www.xuanyusong.com/archives/4207

Unity提供了一个方法 AssetDatabase.GetDependencies(),但是它只能查找这个资源引用了那些资源。 但是我想要的是查找某个资源被那些资源引用了,这是两种相反的查找公式。 其实网上也有很多这样的插件了,似乎代码量都太多了。昨天晚上加班时脑洞打开,想到了一个简单的方法。通过GUID全局搜索匹配。。几行代码就能搞定~~

如下图所示,右键随便选择一个资源,点击 Find References。

然后开始匹配资源。

匹配结束后会把匹配到的资源Log出来。以下代码直接放到你的工程里就可以直接用。

C#

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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 FindReferences

{

  

    [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 withoutExtensions = new List(){".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");

                }

            };

        }

    }

    [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('\\', '/');

    }

}

美中不足的地方就是查找速度了。。其实正则表达式匹配的速度还是很快,慢的地方是File.ReadAllText(file) 如果大家有更好的办法,欢迎推荐~

今天我无意发现了一个更快的方法,可惜只能在mac上用。比我上面的方法要快N倍啊,快的丧心病狂啊~欢迎大家用啊~~。。。

https://gist.github.com/jringrose/617d4cba87757591ce28

C#

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using UnityEngine;

using System.Collections;

using UnityEditor;

using System.Collections.Generic;

public class FindProject {

#if UNITY_EDITOR_OSX

[MenuItem("Assets/Find References In Project", false, 2000)]

private static void FindProjectReferences()

{

string appDataPath = Application.dataPath;

string output = "";

string selectedAssetPath = AssetDatabase.GetAssetPath (Selection.activeObject);

List<string> references = new List<string>();

string guid = AssetDatabase.AssetPathToGUID (selectedAssetPath);

var psi = new System.Diagnostics.ProcessStartInfo();

psi.WindowStyle = System.Diagnostics.ProcessWindowStyle.Maximized;

psi.FileName = "/usr/bin/mdfind";

psi.Arguments = "-onlyin " + Application.dataPath + " " + guid;

psi.UseShellExecute = false;

psi.RedirectStandardOutput = true;

psi.RedirectStandardError = true;

System.Diagnostics.Process process = new System.Diagnostics.Process();

process.StartInfo = psi;

process.OutputDataReceived += (sender, e) => {

if(string.IsNullOrEmpty(e.Data))

return;

string relativePath = "Assets" + e.Data.Replace(appDataPath, "");

// skip the meta file of whatever we have selected

if(relativePath == selectedAssetPath + ".meta")

return;

references.Add(relativePath);

};

process.ErrorDataReceived += (sender, e) => {

if(string.IsNullOrEmpty(e.Data))

return;

output += "Error: " + e.Data + "\n";

};

process.Start();

process.BeginOutputReadLine();

process.BeginErrorReadLine();

process.WaitForExit(2000);

foreach(var file in references){

output += file + "\n";

Debug.Log(file, AssetDatabase.LoadMainAssetAtPath(file));

}

Debug.LogWarning(references.Count + " references found for object " + Selection.activeObject.name + "\n\n" + output);

}

#endif

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转载自blog.csdn.net/kuangben2000/article/details/104043872