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Unity查找腳本被哪些Perfab或場景引用

true label 得到 one ive sort ptr ans -c

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:
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技術分享
技術分享

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