脚本丢失查询及清理
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 | #if UNITY_EDITOR namespace Fury.Editor { using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEditor; public class MissingReferenceFinder : EditorWindow { private Vector2 scrollPos = Vector2.zero; GUIStyle headStyle = new GUIStyle(); private int selectedButtonIndex = -1; private Color selectedColor = Color.white; public List<Result> results = new List<Result>(); [MenuItem( "工具箱/一键移除丢失脚本" )] public static void ShowWindow() { MissingReferenceFinder window = GetWindow<MissingReferenceFinder>(); window.titleContent = new GUIContent( "MissingReferenceFinder" ); window.Show(); } private void OnEnable() { headStyle.fontSize = 15; headStyle.fontStyle = FontStyle.Bold; headStyle.alignment = TextAnchor.MiddleCenter; headStyle.normal.textColor = Color.white; } public void OnGUI() { EditorGUILayout.BeginVertical(GUILayout.Width(position.width), GUILayout.Height(position.height)); { GUILayout.Space(10); // Add gap before the heading DrawLabel( "一键移除丢失脚本" , headStyle); GUILayout.Space(10); // Add gap after the heading EditorGUILayout.BeginHorizontal(); { if (GUILayout.Button( "搜索资源文件夹" , GetButtonStyle(0))) { selectedButtonIndex = 0; SearchAssetFolder(); } if (GUILayout.Button( "搜索当前场景" , GetButtonStyle(1))) { selectedButtonIndex = 1; SearchCurrentScene(); } if (GUILayout.Button( "搜索选中的物体" , GetButtonStyle(2))) { selectedButtonIndex = 2; SerachSelectedAsset(); } } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginVertical(EditorStyles.helpBox, GUILayout.Width(position.width - 5), GUILayout.Height(position.height - 105)); { scrollPos = EditorGUILayout.BeginScrollView(scrollPos); // Adding scroll view for the Components List { foreach ( var item in results) { EditorGUILayout.ObjectField(item.Obj, typeof (GameObject), true ); } } EditorGUILayout.EndScrollView(); } EditorGUILayout.EndVertical(); if (GUI.Button( new Rect(position.width / 2 - 60, position.height - 35, 120, 30), "一键清除空引用" )) { ClearNowNullCommponents(); } } EditorGUILayout.EndVertical(); } private void ClearNowNullCommponents() { Debug.Log( "当前拥有空脚本引用的物体个数:" + results.Count); for ( int x = 0; x < results.Count; x++) { GameObjectUtility.RemoveMonoBehavioursWithMissingScript(results[x].Obj); } Debug.Log( "移除成功" ); } private GUIStyle GetButtonStyle( int buttonIndex) { if (buttonIndex == selectedButtonIndex) { // Create a GUIStyle for the selected button appearance GUIStyle selectedButtonStyle = new GUIStyle(EditorStyles.toolbarButton); // Adjust the visual properties to make the border more visible selectedButtonStyle.normal.textColor = Color.white; // Change the text color selectedButtonStyle.normal.background = MakeTexture(2, 2, new Color(0.49f, 0.25f, 0.03f, 1f)); // Add a background color return selectedButtonStyle; } else { // Return the default button style return EditorStyles.miniButton; } } private Texture2D MakeTexture( int width, int height, Color color) { Color[] pixels = new Color[width * height]; for ( int i = 0; i < pixels.Length; i++) { pixels[i] = color; } Texture2D texture = new Texture2D(width, height); texture.SetPixels(pixels); texture.Apply(); return texture; } private void DrawLabel( string text, GUIStyle style) { Rect rect = GUILayoutUtility.GetRect(GUIContent.none, style); Color32 color = new Color32(125, 64, 8, 225); EditorGUI.DrawRect(rect, color); GUI.Label(rect, text, style); } private void SerachSelectedAsset() { results.Clear(); if (Selection.activeGameObject) Traverse(Selection.activeGameObject.transform); Debug.Log( "> Total Results: " + results.Count); } public void SearchCurrentScene() { results.Clear(); GameObject[] gos = SceneManager.GetActiveScene().GetRootGameObjects(); foreach (GameObject go in gos) Traverse(go.transform); Debug.Log( "> Total Results: " + results.Count); } public void SearchAssetFolder() { results.Clear(); var allPrefabs = GetAllPrefabAddress(); int count = 0; EditorUtility.DisplayProgressBar( "Processing..." , "Begin Job" , 0); foreach ( string prefab in allPrefabs) { UnityEngine.Object o = AssetDatabase.LoadMainAssetAtPath(prefab); if (o == null ) { Debug.Log( "prefab " + prefab + " null?" ); continue ; } GameObject go; go = o as GameObject; if (go != null ) { EditorUtility.DisplayProgressBar( "Processing..." , go.name, ++count / ( float )allPrefabs.Length); Traverse(go.transform); } } Debug.Log( "> Total Results: " + results.Count); EditorUtility.ClearProgressBar(); } public string [] GetAllPrefabAddress() { string [] temp = AssetDatabase.GetAllAssetPaths(); List< string > result = new List< string >(); foreach ( string s in temp) { if (s.Contains( ".prefab" )) result.Add(s); } return result.ToArray(); } private void AppendComponentResult( string childPath, int index, GameObject obj) { results.Add( new Result() { address = "Missing Component " + index + " of " + childPath, Obj = obj, }); } private void AppendTransformResult( string childPath, string name, GameObject obj) { results.Add( new Result() { address = "Missing Prefab for \"" + name + "\" of " + childPath, Obj = obj, }); } private void Traverse(Transform transform, string path = "" ) { string thisPath = path + "/" + transform.name; Component[] components = transform.GetComponents<Component>(); for ( int i = 0; i < components.Length; i++) { if (components[i] == null ) { AppendComponentResult(thisPath, i, transform.gameObject); } } for ( int c = 0; c < transform.childCount; c++) { Transform t = transform.GetChild(c); PrefabAssetType pt = PrefabUtility.GetPrefabAssetType(t.gameObject); if (pt == PrefabAssetType.MissingAsset) { AppendTransformResult(path + "/" + transform.name, t.name, transform.gameObject); } else { Traverse(t, thisPath); } } } } [System.Serializable] public class Result { public string address; public GameObject Obj; } } #endif |
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2017-10-23 unity 同一标签里内容拥有不同颜色